Starbound

Starbound

Project 45 (BETA)
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Update: 23 Aug, 2024 @ 6:15am

v1.6.3b Hotfix

  • Fixed a buildscript error when the attachment glamour takes effect.

Update: 4 Aug, 2024 @ 10:01am

v1.6.2b

User-side

New Features

  • Added the Hand Mortar, a single-shot grenade launcher.
  • Added the Speedloader, a full loader for revolvers.
  • Added the Syringe Loader, a quick loader for shotguns.
  • Added the Crossbow, an automatic crossbow with a top-loaded 5-bolt magazine.
  • Added the Attachment Glamour, an appliable item that makes visible weapon mods invisible.

General Changes

  • Renamed the Gacha Key and Gacha Key Bundle to "Partial Cipher Key" and "Full Cipher Key", respectively.
    • Changed description of these items, as well as the Supply Transponder.
  • Enabled the Magazine slot of the Revolver.

Bug Fixes

  • Fixed the Pump-Action Shotgun not rotatable after slam-firing.
  • Improve arrow trail visuals.
  • Fixed the Hi-tech Scope using the regular scope's sprite.

Balance Changes

  • Changed the P-45 Riot Shield's rarity to Legendary.


Dev-side

New Features

  • Added new damage types: 'project45dark' and 'project45holy', resisted by 'darkResistance' and 'holyResistance'.
    Resistances are identified as such to increase odds of this mod being compatible with other mods that employ the same resistances.


  • Added a "magic number" in 'project45_general.config'.

General changes

  • Added new handling for the 'bulletsPerReload' stat; it can now be rebased to a value of '"full"', which causes the weapon it's modded onto to load the maximum amount of ammo when reloading (i.e. magazine reload).
  • Removed printlines from 'project45-enemyflare.lua'
  • Added documentation for the primary ability's 'debug' field.
  • Renamed 'gunArchetypeDamages' to 'gunArchetypeDps'

Bug Fixes

  • Fixed bug where whitelisting weapons/mods does virtually nothing

Update: 31 Jul, 2024 @ 4:41am

Version 1.6.1b

User-side

New Features
  • Added the P-45 Riot Shield for use with one-handed weapons.
  • Added the Malorian Arms 3516 (XSSR).
  • Added the Machine Pistol (R), a one-handed submachine gun.
  • Added the Sawblader (SSR), a sawblade launcher.
  • Added the Ultrakill Revolver (XSSR) with its coin ability.
    • Right clicking throws a coin in the air. Coins are treated as monsters by the game.
      • Coins live for a minimum of 5 seconds.
    • Damage a coin while air/waterborne to start a "chain" (ricoshot) sequence.
      • Coins can be damaged by any instance, whether it be hitscan, projectile, or melee.
      • Coins cannot be damaged by enemies.
      • A chain is terminated if
        • The last coin cannot find an entity to damage/chain to
        • The last coin is on the ground.
        • An entity is damaged.
          • This applies to to damage dealt by Splitshots.
      • Chain multiplier: Coins multiply the damage dealt to the initial coin by n+1, with n being the number of coins chained.
      • Air time multiplier: Besides the chain multiplier, the final coin multiplies the final damage by 1 + (0.1 * x), where x is the number of ticks the coin has been in the air for.
      • Coins damage the entity nearest to them. Coins take precedence over damageable entities.
      • Directly damaging multiple coins at once can reduce the effectiveness of the initial damage; it is thus advised to hit a singular coin to start a chain sequence.
    • Splitshots: Coins can damage an enemy while chaining after at least 0.3s.
    • Grounded: Coins does not despawn when hitting a surface, but they do not bounce.
      • Grounded penalty: Letting coins hit the ground will incur a 0.5x multiplier to the final damage they will deal to an enemy. For example:
        • Let coin A be a coin that landed on the ground at least once in its lifetime.
        • Let coin B be a coin that has never landed on the ground.
        • If coin A is hit and chains to coin B, which immediately hits an enemy, the 0.5x multiplier will not be applied.
        • If coin B is hit and chains to coin A, which immediately hits an enemy, then the 0.5x multiplier will be applied.
        • It is thus advised to use grounded coins as chain-starters.
          • Refreshing: Coins on the ground can be re-launched into the air by damaging or chaining them. This is called "refreshing".
            • Refreshing a coin adds a random small amount of time to its lifetime.
            • Refreshing a coin resets its air time multiplier.
            • Multiple coins can be refreshed at once, given they can all be damaged at the same time.
            • A valid way to use the coins would be to throw multiple of them into the ground, refresh all of them at once with a melee weapon, and easily achieve a high multiplier. Note that the 0.5x grounded damage penalty still applies.
          • Grounded chain: Refreshing a coin via chain will cause it to hit the damageable entity nearest to the chaining coin.
            • The grounded penalty still applies.
          • Inherited multiplier: A refreshed coin inherits and applies the maximum damage multiplier dealt by all chains that refresh it.
            • For example, a grounded coin inherits an 8x damage multiplier from a 7-coin chain refresh.
            • A subsequent 6-coin chain refresh will not override the 8x damage multiplier the coin inherited.
            • A 9-coin chain refresh will override the 8x damage multiplier the coin inherited, making the coin have a 10x damage multiplier.
            • This multiplier persists until the coin expires.
            • Refreshing (via direct damage) a coin that has been refreshed with a chain does not reset this inherited multiplier.


      Bug Fixes
      • Look of weapon UI has been updated.
      • Added missing magazine particle for the Boneshooter.
      • Fixed Ammo Stock tags. It should now appear in the correct tabs in custom inventories.

Update: 29 Jun, 2024 @ 9:01pm

If your game crashes on load, you probably had items in your world that don't exist anymore; the crash should only cause the game to replace them with Perfectly Generic Items. Loading up the world again should be fine; post in the Bug Reports discussion if you encounter any problems.

User-side

UI Changes
  • Look of weapon UI has been updated.
  • Bonus ratio is now more visible in weapon tooltip, separated from the description.
  • Weapons now remember their bonus ratio. If bonus ratio changed (e.g. seed changed and generated bonus is different) then their bonus ratio will appear as "??%" but colored depending on the newly generated bonus ratio.
  • Removed setting to toggle accurate bars now that image transformation is utilized.

New Features
  • Weapons can now be perfectly charged. If a weapon can be and is perfectly charged, it will multiply its damage by 1, the overcharge multiplier, or the perfect charge multiplier, whichever is greater. The following weapons thus have the respective overcharge and perfect charge damage multipliers:
    Weapon Name
    Overcharge Mult.
    Perfect Charge Mult.
    Neo-compound Bow
    1.0x
    2.0x
    Gauss Rifle
    2.0x
    N/A
    Machine Gun
    0.5x
    N/A
    Minigun
    0.7x
    N/A
    Rocket Launcher
    1.25x
    N/A
    Accelerator
    1.0x
    N/A
  • New weapons have been added, namely:
    • Autocannon
    • Covalence
    • MAXX Assault Rifle (Halo Series)
    • Kuva Bramma (Warframe)
    • Bone Shooter (Monster Hunter Freedom Unite)
  • New mods have been added, namely:
    • Manual Reload
      • Ejects the current magazine when right-clicking, allowing the user to reload.
      • Can be used to trigger active reloads.
    • Shift Reload
      • Ejects the current magazine when tapping shift, allowing the user to reload.
      • Can be used to trigger active reloads.
    • A.R.M.D.L.O. Shield
      • Passively protects the user from frontal attacks.
      • If the shield is hit shortly after equipping the weapon, it retaliates with a stasis shockwave.
      • The shield has a 5% chance to allow damage through for 0.5s, shortly after which the shield is ready to retaliate on the next attack.
      • Right-clicking gives the user a persistent, omnidirectional shield based on their health and energy.
    • Orbital Transponder
      • Calls in bunker buster missiles in a zone. Cooldown of 3s.
      • Can work underground, up until an eighth of the world height away from the core.
    • Ferozium Alloy Parts
      • Gives persistent energy regen.
      • Gives a +0.05x (5%) increase in damage per piece of Manipulator armor equipped.
    • Violium Alloy Parts
      • Gives a +0.2x (20%) increase in damage per piece of Separator armor equipped.
    • Solarium Alloy Parts
      • Gives a +0.02x (2%) increase in damage per piece of Tier 5/6 armor equipped.
      • Gives a 4.5% chance to give the user 45 pixels on crit.
    • 4 GA. Shells
    • Jump Grenades
    • SSR Wildcard Mod (only obtainable via gacha)
  • Added Stock Ammo.
    • A weapon's stocked ammo serves as a substitute for energy when it comes to reloading, allowing you to reload even when your energy is locked.
    • A weapon can store up to 6 times its maximum magazine size in stock ammo.
    • Weapon damage is increased based on the amount of stocked ammo, up to 1.1x.
    • Stock ammo can be stacked on each other, up to 300 ammo in a stack.
      • You cannot "stack" on a stack of Stock ammo.
      • You cannot "stack" on Stock Ammo if the "stacking" results in 300 max ammo and the subject has less ammo (For item stacks, the sum of their ammo is considered).
      • You cannot "stack" on Stock Ammo with the maximum "stack".
      • The price of Stock Ammo scales with the amount of ammo the item holds.
    • Disassembling a weapon with stock ammo also yields a Stock Ammo item containing the same amount of stocked ammo (can go past the 300 max)
  • Weapons can now be upgraded with a Weapon Upgrade Anvil, bringing its bonus ratio up to 100%.
    • To be able to upgrade a weapon, Essential Gun Oil must first be applied on the weapon. This cannot be undone.
    • Weapons lower than the maximum upgrade level (tier 7 in vanilla Starbound) can only be upgraded.
    • Tooltip now indicates if weapon is upgradeable
  • Added the Reimburser, an object that sells items for their full price. This will be nerfed in a future update.
  • Added the Portable G.D.K., a portable, appliable and consumable version of the Gun Disassembly Kit allowing you to dismantle your guns on the fly.
    • This item turns your gun into a consumable case that gives the unmodded gun and its previously installed mods separately.
  • Added higher tiers of additive and multiplicative mods. Tiers II and III can only be obtained via the gacha.
  • Added the Enemy Flare. This throwable summons ten tier 6 enemies around its vicinity over a period of time.

Balance changes
  • Weapon damage is now unaffected by your Power stat.
    • Stat mods are made cheaper and marginally more powerful to compensate for this change.
  • Added and applied DPS calculation for weapons.
  • Factored in mid-cock delay when applying firetime stat mods in statmod.lua
  • The Gazer now shoots a chaining hitscan that distributes damage between the targets.
  • Added base damage multipliers to the following weapons (those not listed have a 1x multiplier):
    Weapon Name
    Base Damage Multiplier
    Revolver
    1.5x
    Sawed-off Shotgun
    1.7x
    Pump-action Shotgun
    0.8x
    Double-barrel Shotgun
    1.75x
    Automatic Shotgun
    0.7x
    Assault Rifle
    1.5x
    Combat Rifle
    2.0x
    AMR
    1.1x
    Autocannon
    1.2x
    Accelerator
    0.8x
    Space Cowboy
    2.0x
    MAXX Assault Rifle
    2.5x
    Bone Shooter
    1.2x
  • The Automatic Receiver now has the following effects:
    • rebases fireTime to 0.01
    • rebases cycleTime to 0.1
    • gives an additive increase of 0.01s to the overall fireTime
  • Reidentified Aegisalt Alloy Parts. Sell weapons that have this mod installed.
    • Aegisalt Alloy Parts now increase your weapon damage based on the number of Accelerator armor pieces you have equipped, +5% per armor.
  • The Multithreader now halves a weapon's maximum ammo.
  • The Converger now multiplies damage by 1.1x.
  • Upgrade capacity is now automatically generated for all weapons unless specified (see Mod-side section); the base upgrade capacity is
    10 + the number of available mod slots + the number of allowed ammo conversions
    . This number increases by 1 if the weapon accepts at least one ammo archetype.
  • Removed flashlight spread li

Update: 19 Feb, 2024 @ 10:57pm

User-side:

New features
- Added the first passive mod, Shift Reload, which allows users to reload their weapons via shift while not taking up the ability mod slot.
- You can now execute active reloads via right click (manual) or crouch (shift) if you have either mod installed.
- Updated descriptions of manual reload and shift reload mods in accordance with the change.

Balance Changes
- Decreased randomized price of wildcard mods by 90%. They are still bought for 1000 pixels, but should never sell for above 300 pixels.
- Moved wildcard stat mod drops to the XSSR stat mod drop table.
- Increased weight of project 45 item reward pool drop chance from 0.25 to 0.3.
- Decreased weight of project 45 item enemy drop chance from 0.5 to 0.1.
- Decreased enemy drop rolls from 2 to 1.
- Removed guaranteed(?) wildcard stat mod drops from enemies.
- Changed drop category weight distributions. R's, SR's, SSR's and XSSR's now have a roughly equal chance of dropping either a gun, a gun mod or a stat mod.
- Changed weights of Uncommons and Legendaries in their respective drop tables; compared to Commons/Rares' drop weight of 1, items of these rarities now have a drop weight of 0.5.
- Nerfed maximum possible gun bonus multipliers by 80%.
- Updated codex to reflect bonus multiplier nerf.
- Changed gun archetype baseline damages:
- Pistols: decreased from 1.25 to 1
- SMGs: decreased from 1 to 0.3
- Bows: decreased from 3 to 2.7
- Shotguns: decreased from 4 to 3
- Revolvers: increased from 1.5 to 1.75
- Rifles: decreased from 2.5 to 1.25
- Assault rifles: decreased from 2 to 0.4
- DMRs: decreased from 3 to 2
- Snipers: decreased from 3.5 to 2.8
- Machine guns: decreased from 3 to 0.45
- Anti-materiels: decreased from 5 to 3
- Grenade Launchers: decreased from 5 to 2.7
- Rocket Launchers: decreased from 4.5 to 2.7
- Beams: decreased from 1.5 to 0.8
- Magic: decreased from 5 to 0.8
- Flamethrowers: decreased from 2 to 0.35
- Added baseline damage multipliers to weapons:
- Accelerator: 0.9x
- AMR: 1.05x
- Assault Rifle: 1.25x
- Autoshotgun: 0.8x
- Combat Rifle: 1.2x
- Revolver: 1.2x
- Established crit chance and crit multiplier of handcannons to 10% and 1.2x respectively
- Increased crit chance of the revolver from 25% to 40%
- Increased crit damage multiplier of the revolver from 1.3 to 1.55
- Increased crit chance of the smartgun from 15% to 75%
- Established crit chance and damage of the SMG to 60% and 2.5x respectively.
- Decreased god mod stats:
- Base damage bonus decreased from +2x to +0.2x
- Crit chance bonus decreased from +100% to +10%.
- Crit damage bonus decreased from +1 to +0.12
- Firetime bonus decreased from +0.5d to +0.08d
- Changed wildcard stat mod ranges
- Additive base damage: [-1, +3]
- Multiplicative base damage: [-0.15x, +0.45x]
- Additive crit chance: [-5%, +15%]
- Multiplicative crit chance: [-0.5x, +1.5x]
- Additive crit damage: [-0.1, +0.3]
- Multiplicative crit damage: [-0.15x, +0.45x]
- Additive reload cost: [+3, -4]
- Multiplicative reload cost: [-0.2d, +0.4d]
- Additive fire time: [+100ms, -10ms]
- Multiplicative fire time: [-2.0d, +0.2d]
- Wildcards now have higher tendency to decrease fire rate
- Update cyclo charge SFX.

General Changes
- Made buildscripts generate a seed for the weapon if there is none. This effect is inhibited by the noSeed flag. Also improved code related to seed. This allows randomized guns and wildcard stat mods to be generated via /spawnitem.
- Manual reload does not activate if energy resource is locked anymore.
- Made changes to displayed rarity; Commons and Uncommons are displayed as R, Rares and Legendaries are displayed as SR, Essentials are displayed as SSR or XSSR.
- Changed rarities and reorganized drop table items to accomodate the change.

Bugfixes
- Fixed incompatibility with TFox's Inventory mod.
- Fixed bug where guns without charge times are given charge times if the fire time increase is high enough.
- Fixed bug where wildcards' prices are updated every time they're rebuilt. No more golden goose wildcards.
- Removed ability to install underbarrel mods on the zweibrandyr
- Fix base stats reverting to their non-bonus value when applying stat mods.
- Fix disassembler removing the "bought" flag from guns.

Mod-side:
- Removed unused baseDamage config of handmaderifle
- Refactor weapon mod buildscripts; parameter settings should now properly precede config settings
- Added secret seed that gives 100% bonus to guns for debugging purposes.
- Refactored random stat mod buildscript.
- Wildcards do not regenerate parameters every time it's (re)built anymore
- Wildcards' parameters are modified instead of their configs now.
- Implemented shift action override
- Made project45gunscope and project45phaseshift affected by shift action override
- Update gunscope mod augments to indicate whether they have shift actions or none
- Implemented passive mod application script.
- An isUnique field is added to weapon configs determines whether an item's rarity is displayed as XSSR.
- Changed weapon mods' categories from `eppAugment` to `uniqueWeapon`
- Added "weapon" itemTag to all weapon mods, including the gun repair kit

Update: 15 Feb, 2024 @ 5:07pm

User-side:
- Fixed base stats reverting to their non-bonus values when applying stat mods

Update: 15 Feb, 2024 @ 7:55am

User-side:
- Fixed bug where guns lose their "bought" tag when disassembled.

Update: 15 Feb, 2024 @ 2:26am

- Properly worldified summon area.

Update: 15 Feb, 2024 @ 2:20am

[User-side:[/h2]
- Updated codex to include how the stat bonuses are generated.

Update: 15 Feb, 2024 @ 2:05am

Moved section of mod description.