Starbound

Starbound

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Atomworks Invigoration (Discontinued)
   
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5.779 MB
13 Nov, 2018 @ 1:23pm
15 Apr, 2019 @ 6:32pm
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Atomworks Invigoration (Discontinued)

Description
Introducing, the revival of Atomworks (Beta)
A mod I made back in early access that is based of breaking down and rebuilding metals/alloys with atoms using a Fission and Fusion reactor. I did this to try and blend the real life periodic table with Starbound's elements (back in the Beta, there were many more kinds). The mod also added completed tiers for many weapons and added several new ones. It is now revived, once again, to all of that and even more - including a custom Occassus/Cultist outpost with special "npcs" and an introductory quest/mission.
Once Atomworks is tested for awhile, I will take it out of (Beta). When out of Beta, I will also release it on the Starbound Forums. Any comments here while the Beta version is out will be deleted.

Base Mod Features:
  • Reactors used to break down and create/recreate all the ores/alloys in the game using Ions and a 'Solidifcation Chemical' (Which is based on the real life periodic table)
  • Slightly changed smelting system
    • Smelting bars/refined versions of metals/alloys now requires coal for Tiers 1-5
    • Solarium is now crafted in the Nuclear Reactor and doesn't require coal
  • Copper (Tier 1), Silver (Tier 2), and Gold (Tier 3) are now only found on planets of their respective tier
  • Platinum Ore naturally occurs underground on Tier 4 planets again, just like the above vanilla ores.
  • In addition to vanilla Tier 5 crafting, it now includes Adamantite (Melee), Cobalt (Range), and Mithril ('Magic') as well
  • In addition to vanilla Tier 6 crafting, it now includes Uranium as well
  • Chest loot is now tiered when it comes to metals/alloys (See the tier info above, and refer to how Vanilla is tiered)
  • 56 Other new ores (and their refined countparts) not mentioned above
  • 4 New crafting stations (The Metalwork Station, used to craft Copper>Uranium weapons/armor/etc, The Modulation Table, used to craft augments and collars, and the Liquidizer, used to melt down metals into placeable liquids that are also used in some recipes)
  • 5 'Data Chips' which are use to upgrade a select few crafting stations
  • 1 New object that's much smaller than the Outpost's mech assembly station, but allows you to customize your mech all the same
  • 1 New object that is used to 'dye' laser/plasma weapons (i.e. Violium Broadsword and Violium Shortsword)
  • 1 New object that is used to extract augments from Armor/EPPs/etc
  • 84 New (tiered) melee weapons (Including all the weapons from the Completed Weapon Tiering mod)
  • 126 New (tiered) ranged weapons (Including all the weapons from the Completed Weapon Tiering mod)
  • 6 New sets of armor
  • 6 New tools (Any tools, or otherwise, marked with 'Custom' in its tooltip will stay even after the mod is uninstalled)
  • 23 New vehicles
  • Hoverbikes now function similar to the shuttlecraft mod, where they now fly using WASD (However this will not affect any hoverbikes added by other mods)
  • A new 'faction-choosing' starting system (Only affects starting weapons and is done by a quest through picking up the Broken Protectorate Broadsword for the first time on a character since the mod has been installed) - See images for more details
  • 1 New Protectorate weapon
  • 8 New Occassus/Cultist weapons
  • A new outpost with different NPCs that sell useful goods
  • A new mission (quest chain unlocked after completing the Hylotl artifact) to unlock the aforementioned outpost

Planned Mod Features:
  • Tiered Staff and Wand weapons
  • More melee/ranged weapons
  • More vehicles (Primarily types of cars/trucks/etc)
  • More mech parts
  • A few new pets
  • An endgame mission/quest chain

If you go to the forum link below, you will find a non-Steam download, a mod feature rundown, and the mod expanded on much more than the list above.
[COMING SOON]

Mod Compatibility
Compatibilities
  • This version will only be roughly compatible with Frackin' Universe for now until a patch is made in the future.
Known Incompabilities
  • It's mostly compatible with 'Supper's Monster Additions', the only thing is you will be unable to craft the mod's pets.

Addons
Coming Soon

Installation Instructions:
  • None currently. If you think any are necessary, let me know.
Uninstallation Instuctions:
  • Take off ALL new armors and step out of any traps you may be in before uninstalling
  • If you have a non-vanilla augment inserted into your EPP, override it or take off the EPP
  • No other problems should occur - if they do, please tell me immediately

Final Words:
  • If you have any suggestions, throw them my way! I love to hear feedback - especially things players would like to see!
  • All reports/complaints of errors/crashes/compatibility-issues will be impossible for me to address UNLESS a pastebin of your log file is given (after the error/crash) OR if you provide distinct details. If you do not know where to find the log, do a quick google search or go to the forum post for instructions.

Other Areas of Credit (will be moved to the forum version once it's released):
  • Quiqksilver on Reddit a.k.a. ThatThunderCookie on YouTube for letting me add some of their custom weapons in as full-fledged ones. (Hoverboard, Gyro Blade, Soul Pierce, Automated Defense Turret)
  • M-MM-M on Reddit for sharing their custom item mech deployer and thus helping me figure out what made mech deployment tick and work
  • 'IKN Furnishing'[community.playstarbound.com] for inspiring the Hovercars and their designs
  • 'Mod Servidore GEOZAP' for showing me how to make craftable custom pets (discussed on Reddit)
  • 'Pandora's Box' for the custom collections library activeitem (talked with ManicRykker on Discord)
93 Comments
✵Вор✵ 30 Oct, 2021 @ 5:05am 
русификатор выкати
Tidgem 4 Feb, 2021 @ 4:25am 
How do I use the Tinkerers Psi table? I filled the ingredients and picked skills but the craft button is always greyed out. Just not implemented yet or?
JerriTheInsane 22 Oct, 2020 @ 12:21am 
Hi, love the mod, i was wondering if it was possible to get the occassus fleet quest id, since it isnt working for me either. Just want to skip it for now. It doesn't get past 12 captains objective but i can get to the outpost fine.
Death Razor 28 Mar, 2020 @ 12:36pm 
Is it possible to fix the bug for katanas when combined with FU?
Death Razor 30 Nov, 2019 @ 11:22am 
When can we look forward to the next update?
oddballThaumaturgist 7 Aug, 2019 @ 2:43am 
sry i ramble on but rly this is a great mod
oddballThaumaturgist 7 Aug, 2019 @ 2:43am 
also everything is made up of atoms, witch in turn are made up of ions electrons and an atomic nuclei, the nuclei in turn is made out of neutrons and protons. so no ions don't make stuff, they are just one part of the puzzle
oddballThaumaturgist 7 Aug, 2019 @ 2:35am 
good mod but one problem... nuclear reactor is a term for fusion/fission
Soblow 5 Jul, 2019 @ 11:29pm 
No problem.
I'm using lots of mods, so it may be a mod conflict...
I'll try to check logs to see if there is something useful in them
KitsunariSoleil  [author] 5 Jul, 2019 @ 5:12pm 
@Doctor Tee / Soblow I've been having a few difficulties getting the whole thing working. So thank you for letting me know,