Starbound

Starbound

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Alpha Ammo
   
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2.694 MB
22 Jun @ 2:45pm
7 Jul @ 9:21am
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Alpha Ammo

Description
💭 Guns are a fundamental part of combat in Starbound, and are efficient, reliable, and, most importantly, safe options for long-range combat. However, something I always felt was missing was an ammunition management system that prevented infinite and definitive weapons, and created the need to deal with inventory and resources at every stage of the game, in addition to not completely overlapping all other combat options.

With all this in mind, I decided to introduce a usage cost for guns, in the form of ammunition, and I took the opportunity to also bring a little more distinction between their different types, promoting a sense of reward for using skill in each shot and knowledge of the different types of guns. I tried a very simplified approach, aiming to respect the original aesthetics of the game as much as I could. So, this is my contribution to guns and ammo in Starbound!
💭



🔫 Specific ammunition for each weapon type.
🎯 Certain skills have been improved to increase the possibilities of efficient use of weapons.
🔄 Skills that were previously only available on common weapons are now also found on uncommon and rare weapons.
🛠️ Non-elemental versions of weapons are now found on uncommon and rare versions, with increased damage potential to replace the elemental effect.
🌟 Some unique weapons have also been modified, such as the Gnome Gun, Doomcannon, Ray Gun, Plasma Assault Rifle, and a few others.
🔋 Now that weapons use ammunition, regular shots no longer use energy.
📈 Instead of displaying energy consumption in the item description, the type of ammunition used by the gun is now displayed.
🏭 Ammunition can be found in loot around the universe, or produced in the Forge*.
🔫 Assault Rifles with 42 shots per charge, increased damage on uncommon and rare weapons, and reduced speed and accuracy.
🧨 Grenade Launchers** with 6-shot slots, throwable grenades as ammunition, and increased damage explosions.
🔫 Automatic Pistols with 24 shots per charge, increased damage on rare weapons, and reduced firing accuracy.
🔫 Pistols with 12 shots per charge, significantly increased damage, reduced firing speed, lower accuracy on common weapons and higher accuracy on rare weapons.
🚀 Rocket Launchers** with 2-shot slots, significantly increased damage, and reduced firing speed.
🔫 Shotguns with 8 shots per charge, increased damage on rare weapons, projectiles that are much more spread out, and reduced firing speed and range.
🔫 Sniper Rifle with 6 shots per charge, significantly increased damage and accuracy, and reduced firing speed.
(*The recipes for crafting ammunition are learned the first time each type of gun or ammunition is collected.)
(**Weapons related to explosions affect all creatures, including the one who threw the grenade or rocket, so care should be taken when using them.)



🌟 One last thing! If you have a few coins to spare, you can support me on Ko-Fi:

https://ko-fi.com/thealphadrako


🤝 it may not seem like it, but any amount helps a lot more than you can imagine! Thank you very much in advance!
Popular Discussions View All (2)
15
13 hours ago
PINNED: Bugs and Crashes? You came to the right place!
Alpha Drako
4
13 hours ago
PINNED: Any ideas to improve the mod? Amazing, thanks!
Alpha Drako
18 Comments
Alpha Drako  [author] 7 Jul @ 5:28pm 
Hello Myta! The ammo mechanics are only available for vanilla guns for now, I'm still thinking about adding compatibility for other mods, but in general it's a very simple patch to do, and if it's something that modders are interested in I can even add a step-by-step guide to explain how to do it.

Anyway, I don't think it's going to break anything using Frackin together with Alpha Ammo, although I don't think it's that recommended, since I imagine some of their weapons already have some kind of ammo system, or something like that. Thanks a lot for the comment by the way =)
Alpha Drako  [author] 7 Jul @ 5:26pm 
hey Zzienuet, it's probably FU compatible, but it will only affect vanilla guns. All generic vanilla guns, like pistols and grenade launchers are affected, also some unique weapons too, but the mod doesn't yet cover weapons added by other mods. That said, it's probably compatible, but it's worth testing =)
Myta 7 Jul @ 10:20am 
Does the ammo mechanic work for Non-vanilla weapons such as weapons added by let's say Frackin' Universe or Copyright Infringement Mod?
Zzlenuet 7 Jul @ 9:59am 
Is it FU compatibility?
Alpha Drako  [author] 27 Jun @ 3:53pm 
Of course! I know how Avali actually is a very traditional and vanilla-like race, so it was always one of my main priorities when it comes to compatibility. I'll definitely take a look at that soon =)
lechkingofdead 27 Jun @ 1:33pm 
they do just basicly have basic gun stuff aside from crafting. among other things, you proably can add em to a few of ya mods. sense they rather basic as a mod being mostly a faction few adds nothing heavly altering. (could even do the gene mod maybe)
Alpha Drako  [author] 27 Jun @ 1:06pm 
Hey Lechkingofdead! For now it only affects the vanilla guns. The main reason why I don't want to do it with modded weapons is because somehow it makes me feel like I'm changing the original idea of a modder who wants the weapon to work in someway haha. That said, I'm planning to do compatibility with avali for Alpha Ship, and I'll take a look how their weapons work and the possibility of compatibility with Alpha Ammo too! Thanks a lot for the comment =)
lechkingofdead 27 Jun @ 11:52am 
i have a heavy use of avali manufactored guns (just the base mods stuff) and would this effect in anyway or just the randomguns i find as im hoping i can use it with em because i rather have energy be used for melee and other things. (ngl this inadvetently was a quite grife i had with starbound for ages.)
Alpha Drako  [author] 24 Jun @ 3:54pm 
Of course, I'll be glad in help with that!! It might be useful to explain how the mod works as well:

Basically what I did was create patches for all the vanilla generic weapons, like assault rifles, pistols, machine pistols, and others like that. These patches add some parameters that a script uses to manage ammunition, recycling the durability system that we find in pickaxes, for example.

This script I mentioned is an altered version of gunfire, which is the script that manages the most basic functions of the guns, but since I don't alter the original gunfire.lua, but just create a patch for the weapons instead of using it, using the edited version, it shouldn't cause any conflict with other mods.

I also do the same way for some unique weapons, making "instead use that script, it should use that other one". That way only the generic and the unique guns I changed should be affected, and none of the other modders weapons that are based on gunfire.lua will feel any different =)
Star_Fighter 24 Jun @ 2:14pm 
Oh! Thats a bit unexpected. I'll see if i can find anything else in my pack that alters guns in a way. I'll report new infos into your thread once i find something :)