Starbound

Starbound

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LR's Dynamic Equipment
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4 Jan @ 3:28am
23 Mar @ 11:24am
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LR's Dynamic Equipment

Description
Short description:

Scrap unwanted equipment, and enhance equipment of your choice using the recycled materials!

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Not-so-short description:

Ever tired of just finding so much equipment (weapons and armours alike) that you will likely never use and wished there was more potential for some?
This mod focuses on hopefully fixing both of those issues!

Start by crafting the salvage station at your inventor's table and put all your unwanted equipment into it to receive scrap!

Then you can craft the awakening station to start identifying the potential of any equipment! (The number of bonuses an equipment gains is dependant on the rarity tier)

Once ready to pray to your RNG, you can craft the rework station to re-roll any stat and aim to get the desired stats!

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Beware;
These bonuses only have positives to them, so it goes without saying that this mod will make things easier, so it is better paired up with mods that add more content and challenges, although if you simply just want the creativity of making silly builds then by all means go for it!

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Uninstalling;
Should you wish to uninstall this mod, make sure to remove the stations and modified equipment.
The stations will make the game crash (Once though, so if there is still one present, the game will crash but also remove the station in the process, allowing you go to back).
Any modified equipment will keep their bonuses, but the tooltips (when you hover over the weapon) will crash the game if you hover over any modified equipment, so I would suggest either getting rid of modified equipment or put the equipment through the Tooltip Swapper station to revert the tooltip kind back to the Vanilla one, unless you do not mind having a broken tooltip for that equipment.

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For mod-makers;
The following is for mod makers or anyone that really knows what they're doing, as modifying things incorrectly can cause unexpected results, including possible breaking.
Adding tag/category recognition.
If you want to add more stats into the rotation pool, there is a file in this mod at /scripts/dynamic_equipment/statPools.config in which you can add the following:
  • What type of equipment it works on.
  • Stat to modify.
  • Value range.
  • Display name.
There is a few other details to keep in mind when implementing new stats, such as which process to use to modify the stats (processes can be found in /scripts/dynamic_equipment/shared.lua), have to add parameters for the process, and also have to add the correct path to the stat in the check parameter (this gets used to ensure a stat exists in the equipment).
Additionally, you can also add tag/category normalization at /scripts/dynamic_equipment/tagMapNormalizer.config, this is to treat custom tags/categories as a tag compatible with the mod.

Excluding tag/category recognition.
Alternatively, if you need to ensure an item to not be processed by the machines in this mod (Items with various weapon-related tags may get mistakenly treated as a weapon, thus processed through the machines), you can add the tag "notEquipment" into the item's tags (or "nonweapon"/"nonWeapon"), there is also a file at /scripts/dynamic_equipment/tagExclusion.config in which you can add extra tags to be excluded from the process. (Keep in mind this will affect every item with that tag)

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Check out my other mod: LR's Storage Dimension



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Support:
I do these projects in my spare time, so if you like what I do and you would like to support me, you can do so at ko-fi:
[ko-fi.com]]

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My thanks to mods like Frackin' Universe and Arcana as I used them for testing and some code referencing, and Weapon Reinforcer for some code reference.
112 Comments
Linkronny  [author] 19 Jun @ 10:11am 
The mod is intended to be used with mods that add more challenging content, without them chances are most stats will be busted in some way or another
🐱Empieza 17 Jun @ 10:37am 
Health regen is too op, it makes the health system completely meaningless.
[SUB] WIZ 27 May @ 9:28am 
I'm sending this to everyone, maybe someone will be interested.
[SUB] WIZ 27 May @ 9:28am 
I tried, but I'm an absolute zero in coding, it took me 3 days to just run the smallest file script and not get kicked out immediately when I try to run the game
Linkronny  [author] 27 May @ 9:26am 
I'll be blunt: I noticed you placed the same request on various other mods, making mods is time consuming , and most people do it for free , if it isn't something they desire then they don't really see the need to make it, your best bet would be to look into modding yourself and could possibly make the mod yourself as it might indeed be something simple
[SUB] WIZ 27 May @ 7:56am 
you could create a mod to remove items after death, its working principle is quite simple, but it would give a completely different approach to the game, if all items from the inventory were completely removed after death, it would create a positive circulation of weapons and armor, which would equalize the balance of resources and items in large modpacks
Linkronny  [author] 26 May @ 1:15am 
@Atlant28, the identification should be pretty much instant and should work with all armour (specially Vanilla), my only guess would be that the equipment you have placed in there is already identified (can hover over the equipment to see if it has the new tooltip appearance which includes bonus stat information), also ensure you are placing the items into the input slot, as the output slot will not do anything
Atlant28 25 May @ 12:50pm 
thanks for the help- about armor, i got some vanilla armor and its not identifying its bonuses and stuff- unless it takes time ? otherwise its not doin anything other then saying 'identifying equipment' in green.
Linkronny  [author] 25 May @ 12:29am 
@Atlant28, the higher the number the better, so for positive values +4 is going to be better than +2, and for negative values -4 is going to be better than -2, cannot remember on top of my head whether it was a positive or negative number for the energy drain, but the bigger the number the better
Atlant28 24 May @ 11:32am 
great mod, but im curious to what the energy stat means? does it drain faster or slower depending on how high the stat is?