Starbound

Starbound

The Tenantator: Deed & Tenant Management Tool
292 Comments
Depression Hurts, Eat More KFC  [author] 25 Oct @ 4:18pm 
@ApeshitchihuauaFromFlavortown using the 3100 series, there is two boxes at the top-right hand corner of the UI pane. One for Exporting, and one for Importing. Drag and drop the NPC card into the Import box.
hi, how do I import a npc card into the NPCspawner+? i'm curious I just exported my tenant and would like to customize it.
Depression Hurts, Eat More KFC  [author] 27 Sep @ 9:26pm 
@stylus If it crashed then that means the custom critter uses custom code outside of normal critter mechanics. That's just the way it works. Due to the nature of how open the source code is, I cannot stop people from coding wild things outside of the intended feature of a capturepod/critters.
stylus 26 Sep @ 5:34pm 
I gave it a try and it seems to work, crashed when I tried to use a critter from the modpack as a capture pod tenant, not too bad for me
also friendly advice regarding the mod: if your curious, don't be... stay away and safe
Depression Hurts, Eat More KFC  [author] 23 Sep @ 6:04pm 
@stylus Never heard of that mod. If it provides its own custom deed then probably not.

Worst comes to worst you can give it a shot and if it doesnt work then delete the item and uninstall.
stylus 21 Sep @ 11:04am 
does this work with the StarPounds deeds?
GarglingGlass 14 Sep @ 11:05am 
Since Colony Deed Mark II deeds require a bed when vanilla doesn't, it's probably the bed that counts as a tenant as far as the colony core it concerned.

That's fine tho. I don't need your mods to min max my output. I'm using them for immersion, so thank you. It's lovely.
Depression Hurts, Eat More KFC  [author] 13 Sep @ 9:18pm 
@GarglingGlass makes sense. FU does a lot of their own custom code. Them utilizing a non-utilized, but functional mechanic, isn't the safest thing to do.
GarglingGlass 13 Sep @ 3:43pm 
I tried it, and just to be clear, it does work with the colony core, but apparently only one tenant per deed counts towards tenant count. i.e. My lesbian fish people shopkeeps that share a bed because they're in love only count as 1 tenant as far as the community garden is concerned. Maybe it's a gender role issue...
randomeman2468 23 Aug @ 6:35am 
@garglingGlass yeah they do
GarglingGlass 22 Aug @ 12:01pm 
Do they work with the FU Colony Deed Mark II deeds so I can still use the colony core?
76561198967431126 27 Jul @ 3:18am 
Thanks for reply, will test it!
Depression Hurts, Eat More KFC  [author] 26 Jul @ 4:20pm 
@[OWwhitelistDLC] Retarded Per$on, the mod does not touch the underlying .npctype or .object files themselves. Everything this mod does only affects each tenant and deed individually.

Either way I wouldn't worry too much about it/ It could be a visual bug, and its defaulting to checked because that is its default behavior if it cannot find that specific parameter on the npc.

I do not actually add/modify the underlying npc config parameter that the system uses unless you specifically check or uncheck that box yourself. Meaning that if the npc is already configured not to graduate, it should stay as such even if it does show that its checked.

I would keep a backup of the npc card just in case however. If the person does end up graduating, kick him out, re-add him using the card, then explicitly uncheck that parameter. That should force the override.
76561198967431126 23 Jul @ 2:30am 
Hi! I have some questions about how mod affects the world in general while installed

There are couple tenants i wanna move from original place to temp room while reconstruction original rooms, and as i tested, copy-paste works well, even dialogues keeps same. BUT, crewmember graduation checkbox is checked, despite this particular NPC would NEVER join crew (that was one of first tenants on entire save, and after ~400hrs of gameplay still giving quests). Soooo, question is that's mod adding to every NPC this option by default, or reading it from structure of particular NPC? Is it forced by mod to make everyone be able to graduate once mod installed, or its still controlled by NPC and will not change after copypaste?
randomeman2468 14 Jul @ 12:44pm 
yeah it works
randomeman2468 14 Jul @ 12:37pm 
its kinda of a bridge to a better colony system with happiness and resource production also much better passive income
Depression Hurts, Eat More KFC  [author] 14 Jul @ 12:14pm 
@randomeman2468 I have no idea about the mk2 colony deed, is that something new in FU? If not, no one else has complained about it not working.
randomeman2468 13 Jul @ 7:36pm 
the frackin compat mentions it works only with colony deeds does thsi include mk2 colony deeds or just vanilla ones?
Depression Hurts, Eat More KFC  [author] 17 Apr, 2024 @ 11:54pm 
@DFgame37825 that...was one of those projects I had in mind a long time ago. However I doubt it at this point. If this is a single player game, you can do something like this instead. put in the below series of inputs, one at a time, and press enter while your cursor is floating over the npc in question.

/entityeval npc.species();
/entityeval npc.npcType();
/eval world.threatLevel();
/entityeval npc.seed();


and take note of the info. then do something like this as a follow up

/spawnnpc [npc.species] [npc.npcType] [world.threatLevel (determines stats,starting world == 3, dark world == 9)] [seed]

ex:
/spawnnpc human villager 3 -323232455
DFgame37825 14 Apr, 2024 @ 6:12pm 
would it be possible to make a mod that makes cards from wild npcs? maybe with some kind of gun?
Depression Hurts, Eat More KFC  [author] 23 Mar, 2024 @ 5:32pm 
@TheAshby this is designed to work with the NpcSpawner+. The cards that you can export from this tool can be used to import into NpcSpawner+ and vice a versa
TheAshby 29 Jan, 2024 @ 5:44am 
Is this compatible with your NpcSpawner+ mod? Or one replaces the other
Armorguy1 20 Mar, 2023 @ 12:32pm 
to answer my own questio, yes it works but they still despawn. But no matter, making them in npc spawner is almost the same.
Armorguy1 20 Mar, 2023 @ 11:58am 
Does this also work on "keep your day job" deeds? It basically saves your crew members data when you fire them and the deed will only spawn that character. It's a lil buggy because the tenant will despawn when it generates a quest. This mod would be great to stop the quest generation from happening.
Depression Hurts, Eat More KFC  [author] 15 Jan, 2023 @ 12:21am 
I dont know the mod "Saturnian Colony Deeds". However if its a mod that adds new colony members to the list of potential tenants then yes, this should work.
bukojoeperez 11 Jan, 2023 @ 2:05pm 
Does this work with the Saturnian Colony Deeds?
Talula♡🐮 19 Oct, 2022 @ 2:21pm 
@mjgibbs05 from there they should be able to be used for "import" functions :odpcordy:
Sadayo 27 May, 2022 @ 11:13pm 
what do i do after
Depression Hurts, Eat More KFC  [author] 27 May, 2022 @ 8:22pm 
@mjgibbs05 Select The Export button when you select an NPC
Sadayo 27 May, 2022 @ 7:33pm 
how do you get npc cards
Davoker 12 May, 2022 @ 2:59am 
Never mind, I solved the problem, I just had to add this to the player.config.patch file

{
"op" : "replace",
"path" : "/companionsConfig/recruitDescription",
"value" : "^cyan;> Job:^white; <role>\n^cyan;> Rank:^white; <rank>\n^cyan;> Race:^white; <species>\n^cyan;> Genre:^white; <gender>\n^cyan;> Status:^white; <status>"
}

It's a matter of priorities, your mod was loaded after the other one and overwrote its changes in that file hehe
Davoker 12 May, 2022 @ 2:15am 
One question, does this mod invalidate the gender and race data provided by this mod -> https://steamproxy.com/sharedfiles/filedetails/?id=740750449&searchtext=race+gender

Is there any chance of a patch? I tried to find out on my own why your mod invalidates the other one, but I couldn't figure it out, if you have any hints I could try to make a patch myself.
Depression Hurts, Eat More KFC  [author] 12 Oct, 2021 @ 3:15pm 
@The Stig^.wmd depends on if ilovebacon has this installed. for more details see the compatibility section in the description above.
Depression Hurts, Eat More KFC  [author] 12 Oct, 2021 @ 3:08pm 
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callie 'n genesis [they/them] 9 Oct, 2021 @ 10:14am 
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Lexiellama 6 Oct, 2021 @ 7:43pm 
i read this as the tentanator and thought it was about tentacles. downloaded it anyway and its actually p good. reccomended
Depression Hurts, Eat More KFC  [author] 2 Jul, 2021 @ 10:17am 
I am very curious though as to why that mod is the culprit. The actions I take are all done within the code that runs on the gun itself, And all everything printable "should" do is just add objects into an array.
Depression Hurts, Eat More KFC  [author] 2 Jul, 2021 @ 10:15am 
@Rusty Shackleford That is extremely strange...luckly all the changes I do do not require this mod to maintain. It probably would be easier to just do a quick switcheroo between this and Everything Printable only when you need it. Everything Printable is very convenient.
Rusty Shackleford 1 Jul, 2021 @ 12:39am 
Okay, I finally found the time to do some testing! It was the "Everything Printable" mod! My guess is that the author messed something up while adding to the Pixel Printer. Sad to remove it, but I can just cheat for the items.

Hopefully this'll help someone else somehow.
Karma 21 Jun, 2021 @ 6:03pm 
Works fine for me with Crew Customization+
Rusty Shackleford 13 Jun, 2021 @ 2:59am 
Yeah, I meant Crew Customization (Steam is dumb and won't let me edit comments so I couldn't fix it)

I also have Unlimited Pets and Active Crewmembers. My other mods are mostly crops and Block/Item printers.
Depression Hurts, Eat More KFC  [author] 12 Jun, 2021 @ 11:11pm 
never heard of Crew+ (unless you mean Crew Customization+, which should not affect this mod at all). . NpcSpawner+ better work as this is pretty much an extension of it...and JobOffers shouldnt affect tenants themselves...
Rusty Shackleford 12 Jun, 2021 @ 7:56pm 
The gun isn't working at all for me. I try shooting at colony deeds, but nothing ever happens- just the weird scanny/beepy noise.

I have the Crew+, JobOffers, and NPCSpawner+ mods. I have some others as well, but I don't see how they might touch tenants.
Corbent 6 Jun, 2021 @ 8:56am 
Did some testing today. Apparently it has to with the "npctype". Just by placing the standard colony deed by itself, it craetes an npc of type "generictenant" and it's "graduate into crewmember" can be configured.

Then I tried importing different npc cards I made at random for testing. An npc card of type "villager" has the option "graduate into crewmember" available, while npc types "merchant" and "chefmerchant" have it grayed out.

No idea if that's normal behavior but those are my findings.
Depression Hurts, Eat More KFC  [author] 5 Jun, 2021 @ 3:15pm 
@Corbent interesting. I honestly don't know. Its been a long time but I don't remember implementing any disable code. And if the UI is not crashing then its not a bug...
Corbent 4 Jun, 2021 @ 7:17pm 
Greetings! I love these mods that improve the management of NPCs. Question: I made an NPC of the "bartender" class using NPC Spawner+ and exported the card. Placed a common Colony Deed and imported the npc card. So far everything good. However when I try to modify it, the "graduate into crewmember" option is checked and grayed out, so I can't uncheck it. What could be causing this?
endermako64 21 May, 2021 @ 10:57am 
could this be added onto the chuckle fish forums?
Coolestdragonever 29 Apr, 2021 @ 1:38pm 
Doesn't show up at the employer's station. Only the NPC makers...
callie 'n genesis [they/them] 19 Apr, 2021 @ 10:05am 
how do i get employer's station
callie 'n genesis [they/them] 17 Apr, 2021 @ 10:34am 
What is the item id for The Tenantator? I want to spawn it in with /admin and /spawnitem