Starbound

Starbound

LR's Dynamic Equipment
Showing 11-20 of 21 entries
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Update: 18 Jan @ 3:03am

v1.5.4

Added item exclusivity through tags for mod makers (This way modders can explicitly tell an item to not be processed through the machines, for example: upgrade components that may get treated as a weapon due to tags)

Update: 16 Jan @ 10:59am

v1.5.3

Added status updates for the rework station.

Update: 16 Jan @ 10:04am

v1.5.2

Removed the status message from the stations as they were misleading, will add them back on once properly implemented.

Update: 15 Jan @ 8:44am

v1.5.1

Attempted to fix the issue where certain stats would not be removed correctly.
(Such as element applications from weapons, and certain stats like inaccuracy and stance duration not resetting properly)

Update: 13 Jan @ 8:06am

v1.5.0

Added a few effect rotations into the weapon pools (Burning, Freezing, and Lifesteal), this opens up the possibility for more status effects for weapons in the future.

Added a system which makes it so that 2-handed weapons receive a few more bonuses than 1-handed weapons to better balance the benefits between them.

Changed the weapon tooltips and the rework station interface to better match these changes.

Update: 8 Jan @ 10:28am

v1.4.0

Added description compatibility for armour augments

Update: 7 Jan @ 12:17pm

v1.3.1

Fixed an issue where Frackin Universe armour was losing its set bonuses upon processing through the awakening table, those bonuses should be present again, but unfortunately this will only apply to armour created from this version onwards, any armour made previously will lack the set bonuses or any special effects. (This is mostly only the case with mods like Frackin Universe where it introduces special effects into armours)

Update: 5 Jan @ 9:39am

v1.3.0

Added compatibility with head wear, chest wear, and leg wear (This are usually only used for cosmetics, but some mods tend to use these as actual armour).

This allows for a larger variety of modded armour to be compatible with this mod. However, this also means cosmetics can be enhanced.

In exchange, I have made it so that "cosmetics" (includes armour categorised as head wear/chest wear/leg wear) provide less scrap to reduce cosmetic abuse.

Update: 5 Jan @ 4:12am

v1.2.0

Added bonus tooltips in the Rework Station, so now you can see what stats you can get when re-rolling

Update: 4 Jan @ 4:25am

Like an idiot I forgot to make the Salvage Station craftable.
This should fix this.