Starbound

Starbound

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Weapon Retrofitting Station
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8 Sep, 2018 @ 2:46pm
16 Sep, 2018 @ 4:00pm
11 Change Notes ( view )

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Weapon Retrofitting Station

In 2 collections by Psyny
Psyny Vanilla Plus
97 items
Psyny Frackin Universe
65 items
Description
A weapon station that allows modification of weapons.

[LASTEST MAJOR CHANGES]
-PROTOTYPE WEAPONS: When retrofitting weapons, players now can choose to make a Prototype Version of the weapon.
If choosing the prototype version, the original weapons will not be consumed or changed. However, the produced weapon will be much weaker and will expire in short time.

[FEATURES]
-Transfer the elemental type from another weapon, if compatible
-Absorb base attack stats of another weapon, if compatible
-Absorb the level and rarity of another weapon
-Transfer special abilities of another weapon
-Minor adjustments to speed and damage of a weapon
-Rename a weapon
-Test the weapon for bugs before crafting the definitive version

[TIPS]
-Craft the Weapon Retrofitting Station at the Inventors Table
-Not all weapons are compatible, and higher the compatibility, lower the chance of glitches
-If a weapon have a elemental type, the resulting weapon cannot be of Physical type.
-Two handed weapons can have up to 3 special abilities
-One handed weapons can have a special ability with SHIFT + Attack

[NOTES AND ISSUES]
-This mod is a BETA version, bugs may occur, and probably will.
-Most changes made to weapons will not appear in the weapon tooltip. I need to some other modder to help me adding the support for weapon tooltips.

[KNOWN ISSUES]
-Tooltips sometimes won't match weapon parameters
-Tooltips will not show ShiftPrimary abd ShiftSpecial abilities.
-Transfering Empowerment Ability loses its buff effect ( the air slash continues to work )

[BUGS]
If you encounter a bug, please report it here. I'll try my best to repair it. The chances of me fixing a bug increases with the ammount of data you give me. So the last 100 lines of starbound.log file is helpful too. Also, if possible, much information as possible about the weapons and abilities involved in the process.

[COMPATIBILITY]
-This mods requires the Ability Slot Extender mod. If you are using Frackin Universe, also install the Ability Slot Extender Mod FU Patch.
-I use mostly Frackin Universe and Elithian Races. For a full list of the mods I use, see the collection Psyny Frackin Universe. Most testes are made using that setup, but I always test this mod with a full vanilla version too.

[DEVELOPMENT]
-Like most modders, any help in development is welcomed.
-I don't play to solve the weapon tooltip issues on my own for now. Use the Retrofitting Station to see the stats of the weapon.
-Many compatibility between weapons can be improved, I will try to update the possibilities often.
-If you are a modder and want to this mod to support your weapons, please contact me so we can work make it possible.

[SPECIAL THANKS]
-Weapon Fusion Station creators, for the inspiration for this mod.
-Frackin Universe creators, for the inspiration to go further.
-Elithian Races Mod creators, for the inpiration to spice things up with roleplay.

[CHANGE LOG]
v0.81:
-Improved performance using the station
-Flip Slash fixes
-Kunai Blast fixes
-Trail Dash fixes

v0.80:
-PROTOTYPE WEAPONS: When retrofitting weapons, players now can choose to make a Prototype Version of the weapon.
If choosing the prototype version, the original weapons will not be consumed or changed. However, the produced weapon will be much weaker and will expire in short time.

v0.76:
-Staves and Wands: Started to work on spell compatibility. Game spell scripts are a little messy, but lets see what we can do.
-Improved Compatibility between Daggers and Spears.

v0.75:
-Staff Spin: Fixed freezing when transfered to another physical weapon
-Empowerment transfering is half complete. Air slash works, the buff wont work yet.
-Improved Compatibility for Scout Eye. Seems to work, needs more testing.
-Lots of element/abilities combinations improved.

v0.74:
-Improved compatibility for stubborn weapons that keeps changing its own scripts ( like the TimePierce ). They now should be able to receive more abilities without freezing.
-QuarterStaff: Staff Spin Ability now converts to Energy Whirl when transfered to a weapon with elemental other than physical.

v0.73:
-Improved Status Effects compatibility for weapons that were not originally designed to have status effects
-Improved Elemental Types compatibility for weapons that were not originally designed to have certain element types.

v0.72:
-Improved Time Stop compatibility with one handed weapons
-Improved Scout Eye compatibility, still not perfect.

v0.71:
-More races can now craft the station ( Viera tesed )
-Improved compatibility for Scout Eye Ability, still not perfect.

v0.70:
-Fixed some issues for physical weapons and the Time Pierce weapon.
Popular Discussions View All (2)
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18 Oct, 2024 @ 10:20pm
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Psyny
1
28 Dec, 2022 @ 12:54pm
Feedback
Psyny
120 Comments
林一二 5 Nov, 2024 @ 6:42am 
This will cause FU guns not working, not compatable with FU.
Major Poison 10 Oct, 2024 @ 8:42pm 
what would happen if i uninstalled the mod after making retrofitted weapons? would they disappear? the game just started crashing on me.
Major Poison 10 Oct, 2024 @ 7:43pm 
so, should i uninstall Weapon Fusion in exchange for this?
星河舟 30 Aug, 2024 @ 7:30pm 
Can I translate it into Chinese and upload it to Steam?
space is cool 5 Jun, 2024 @ 5:54am 
for some reason I can add on attack speed, but not damage
LazerRay 8 Oct, 2023 @ 8:55pm 
This mod is much better over the Weapon Fusion mod since it allows for weapon mismatching to some degree, I was able to take the Bluo-Plasma element from one of the guns from MkioTNT Workshop and installed it into an upgraded Plasmastorm from the Wrist Guns mod (I renamed the final build accordingly), that thing should be able to shred vault guardians like no tomorrow.

I need to do more experiments on weapons (I did a test on a rocket launcher and gave it Homing, Guided, and Rocket Burst modes), might be fun to come up with some insane combinations.
Scope40k 2 Oct, 2023 @ 6:23am 
The mod works in most cases — just watch for combatibility when merging two weapons. When compatibility is shown as low, this means, the weapons use different scripts, and some of their parameters will not be copied during merging. Two weapons from the same mod and weapon type however will likely merge without any problems. This includes FU, Elithian, etc.
Muchi 20 May, 2023 @ 8:49pm 
If this mod ever updates or any alternatives are found, let me know. Really need weapon clashing chaos in my life.
eonman6 15 May, 2023 @ 12:08pm 
this is a dead mod i wish it was compatible with FU
Demoje 8 Oct, 2022 @ 5:22pm 
Great mod! Thanks for your work!