Starbound

Starbound

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Armour Implants
   
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2 May, 2023 @ 8:32am
4 May, 2023 @ 7:52am
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Armour Implants

Description
Have you ever been in a situation where you've found this useful clothing item that gives you some good stats or status effects but you end up having to put it away due to it not having any/enough protective stats effectively making it unusable in mid to lategame tiers?

This mod is an attempt to address that, instead of a slot's stats dropping to 0 when you equip such utility items, they will instead only drop as low as the "implant limit" set by the level of the armour implant you equipped in the new pseudo-slot called the implant slot.


I have to emphasize again, implants are not additive to your armour's stats, they only limit how low each slot's stats can go by supplementing the stat values missing from said slot.

Additionally, implants are not meant to replace normal armour, the drop tables are designed in a way where the best implant you can craft is 1 tier lower than the best armour you can craft.


This might sound confusing at first, but it really isn't, the implants are coded to supply the exact same stat values as the full armour set of the same tier, so you can just use the tier numbers to compare effectiveness rather than the stats themselves.


The recipes are found in the end boss chests of the tier apropriate boss, as long as you complete the missions in the tiers they were intended to be visited at, you will always get an implant that is the same tier as the armour you used to beat the boss.
Unfortunately I couldn't give your armour a further use as part of the implant's recipe, as it would cause issues with modded species.

Once you acquire a recipe, you can craft the implant at the anvil.

You can equip implants at a special equipment station found in the underground section of the outpost, you will be able to craft your own once you reach T4.
This menu is also available through quickbar, but is admin-only.


Worth noting that Implants don't specialize at late game, so you will gain a slight specialization buff by continuing to wear the same tier armour as the implant.


Compatibility
Compatible with FU, mother poptop will drop the T1 recipe to compensate for EMF changing tier.

Compatible with Anom's Outpost Overhaul, the station can be found in the sewer section directly below the teleporter.

Compatible with Many Tabs, implants have their own tab, if the mod is not present then the implants will be merged into the armour tab.


Addons
All WIP addons suspended, I came up with a better design that involves redesigning the mod's inventory component to use your actual armour.


FAQ
Q: Clientside?
A: No.

Q: Does this cause any performance issues?
A: Not sure, the mod does have to use inventory calls to function properly, which I know from experience that they can cause SB to run like a slideshow if overused, I've implemented a couple of measures to hopefully lower any performance impact the mod may have.

Q: Why do the stats flicker when I change armour/clothes?
A: Its an unfixable quirk related to how the status engine and Lua code interact with eachother, made more apparent by my optimizations, fixing it would require removing those optimizations which could have a noticable drop in performance.

Q: Could you make it work on EPPs too?
A: Not easily, my code only supports applying levelled stats, so I can't just tell it to apply the environmental protection stats after certain tiers without changing a fair bit of my code. I have figured out a way to do it without that many code changes, unfortunately I'm a bit busy irl atm. Change of plans Tenno..

Q: What about specialized implants?
A: Also no, my code only supports being given a level input that it then turns into the stats it will apply.

Q: You could of saved your self a lot of trouble by just checking the endpoint stats rather than the worn items.
A: That's how the initial prototype worked, it didn't work well, it would nullify food buffs and backpack buffs.

Q: I don't like the main quest, how do I get implants without doing missions?
A: As of currently, there's no way to get implants without doing the missions, I couldn't think of a good way to implement them without adding the recipes to missions, so if you have an idea that doesn't involve making them more expensive or forcing you to first visit the next tier planet, let me know. I guess the best way is to make the recipes unlock when you pick up the next tier's ore, unfortunately I'm having trouble assigning T6 an ore due to FU making essence a non-tiered resource.
23 Comments
Scope40k 2 Oct, 2023 @ 7:54pm 
Considering your experience: I always wanted version of Wardrobe mod which would create copies of original apparel but without their stats and at a lower price. Do you know if Starbound engine allows to even do that?
🍞🐧 Jennsy 🐧🍞 24 Jul, 2023 @ 1:29am 
Personally I expected a lot from the mod, it has a lot of inconsistent glitches and it's a mod without purpose, if the idea was focused on adding additional stats to the ones you have in your armor, that's fine, but the way it is approached is illogical, redundant and useless, I don't see a useful way to get any advantage of this, you unlock something that at the point where it doesn't work for you.
Anter583  [author] 24 Jun, 2023 @ 8:28am 
Shouldn't cause any serious issues, but since it crams all stats in a special slot, my mod won't be able to see them and will apply the full implant buff despite it already being partly/fully fulfilled by the special slot.
Mk Ⅳ: GIRZU 24 Jun, 2023 @ 7:55am 
Galaxy in Conflict. A mod with a play method that is a little far from vanila.
The gic has a defense that does not have any Vanila's defense stats, and has a slot that mounts a special aug that acts as a defense in place of Vanilla's stats.

I was worried about the fatal error problem, but I think it'll be okay. I'll have to experiment myself when I can use the computer later.
Anter583  [author] 24 Jun, 2023 @ 5:15am 
What's a GIC?

Aslong as it doesn't change how much each armour slot contributes to your defence stats, changes how defence stats work or changes the mission order/loot tables, it should be compatible without patches.
Mk Ⅳ: GIRZU 24 Jun, 2023 @ 3:25am 
Does it Compatible with GIC?
Pepto 13 May, 2023 @ 2:41pm 
Right I get it now, you should probably put that in there because for dumb people like me that isn't exactly explained very well
Anter583  [author] 13 May, 2023 @ 10:59am 
@ Pepto
On its own it doesn't make as much sence, Ideally you would want to use it with something that adds utility stats to most vanity, like for example having the hazmat suit give out radiation & poison protection.

The idea isn't to wear cosmetic clothing in your functional slots, its to be able to swap out some of your armour for clothing items that give you buffs without having to sacrifice all the defensive potential of that slot.

I do have plans to make something to add utility stats to most vanity to actually give this mod a reason to exist, unfortunately it's going to be a while before I'm able to do that.
Anter583  [author] 13 May, 2023 @ 10:58am 
@ natsumi or something idk
In the slot you put an "implant" item that you are able to craft after beating certain bosses (or aquire ore from certain tiers if you use the no story addon that I haven't finished yet).

Think of it as an augment that turns any non-armour clothing into armour, only its not an augment as it'll be too expensive & tedious if I made you craft a new one for each item you want to use.

I did think of making it use normal armour, the issue is that you'll be able to immediately put it there, defeating the main point of the mod, which is that the best implant you can get is always 1 tier weaker than the best armour you can craft, it's not meant to replace existing armour.
Anter583  [author] 13 May, 2023 @ 10:57am 
Yeah, I could of done with waiting another month or 2 to post it while I'm not busy irl and had a more cohesive explanation ready.