Starbound

Starbound

Combinable Augments
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Update: 26 Oct, 2024 @ 6:45pm

Version 2.1.3
  • Added the combined lure.
  • Moved the combined reel and lure recipe to the hunting section of the agricultural table.

Update: 16 Feb, 2022 @ 8:12pm

Version 2.1.2
  • Added tooltips to the extraction buttons to reduce confusion.
  • Items can now be transferred from one container to an other even when the first one is empty.
  • Containers are no longer consumed when merging 2 of them.
  • Fixed an issue that prevented the use of the right click to get an item out of the output item slot.
  • Made it so that all user items in the UI are returned when a crash happens no matter what.
  • When the UI detects an error it now stops responding to user inputs in order to prevent any further issues. Closing the UI and reopening it will unfreeze it.
  • Added a reminder to addon developers to check their own code before asking for help.
  • Added the error data to the message shown when an error is detected.
  • Added a debug macro "/ca_testaugments" which spawn in all the items required to test augments.
  • Added a debug macro "/ca_testcollar" which spawn in all the items required to test collars.

Update: 27 Nov, 2021 @ 6:59am

Version 2.1.1
  • Added support for the FU collar holder

Update: 25 Mar, 2020 @ 8:47pm

Version 2.1
  • Removed stack limits on collars
  • Fixed an issue where item slots would still attempt to consume items when maximum item stacks of items were involved.
  • Replaced the "merge augments" button with an item slot which allows for the previewing of a combination.
  • Updated the interface to make it more in line with other vanilla interfaces
  • Added a global configuration file for the mod `/combinableaugments.config`
  • Added a configurable combination limit for those who want to limit the maximum amount of augments which can be combined together. The limit for collars and epp augments are independent of each other
  • In multiplayer, server configurations will always take priority over client configurations.
  • Moved the recuperationConfig values to the new config file.
  • Added a way to enforce augment limits on server.

# Settings
Combinable Augments provides a settings file. This file goes over how they are used.

**Please note that server settings take priority over client settings.**

---

## Setting descriptions
This section will go over every setting, explaining them.

### `table` limits
This table two numeric properties, `augment` and `collar`.
As the name implies, these properties limit the number of augments which can be
installed on a piece of equipment. If the value of a property is set to 0, no
limit will be applied, allowing for infinite combining.

Default value:
```json
"limits" : {
"augment" : 0,
"collar" : 0
}
```

### **ANY SETTINGS BEYOND THIS POINT ARE ONLY USEFUL TO MOD DEVELOPERS**

### `table` recuperationConfig
When a player applies an augment to a piece of equipment, the item id of the
augment isn't saved. This table is used to properly identify and extract
augments that have been applied using the vanilla technique. Since all augments
store a `name` and a `displayName` value, we have settled on using these values
to properly identify augments. If the combiner encounters an unrecognised
augment it will create a vanilla compatible version which has the same effects
as the unrecognised augment.


Default Value:
```json
"recuperationConfig" : {
"augment" : {
"damage1|Damage I" : "damageaugment1",
"damage2|Damage II" : "damageaugment2",
"name|displayName" : "itemId",
"...|..." : "..."
}
"collar" : {
"bouncycollar|Bouncy" : "bouncycollar",
"damage1|Damage I" : "damagecollar1",
"name|displayName" : "itemId",
"...|..." : "..."
}
}
```

---

## Modifying the default settings
To modify the settings from combinable augments, you will need to create a mod
which applies a patch to said settings. This section will guide you though
create the mod and explain what each setting does.

We recommend using a raw text editor like notepad++ or gedit to endit files in
the steps described below.

### Creating the basic mod
1. Create a folder in your mods folder. Name it what ever you feel like.
2. Create a file with the following name: `_metadata`.
3. Open the `_metadata` in a text editor.
4. Enter this code, replacing `[YourNameHere]` with your name, then save the file.
```json
{
"author" : "[YourNameHere]",
"description" : "Sets a limit on augment combinations",
"friendlyName" : "[YourNameHere]'s CA limiter",
"includes" : ["Combinable Augments"],
"name" : "[YourNameHere]'s CA limiter"
}
```
5. In the folder you created in step 1, create a file with the following name:
`combinableaugments.config.patch`
6. Open the `combinableaugments.config.patch` file in a text editor.
7. Enter the following code and then save the file:
```
{
//insert patches here
}
```
8. Insert any patches described below between the two curly braces.
9. Save the file.
10. Launch the game to verify you didn't make any errors.

### Setting the combination limits
To set the combination limit for augments and/or collars copy the following patches
to your patch file, replacing the values with your desired settings.
```json
{ "op" : "replace", "path" : "/limits/augment", "value" : 1 },
{ "op" : "replace", "path" : "/limits/collar", "value": 1 }
```


### Adding augments to the recuperation config
To add augments to the recuperation table, past the following code, making sure
to replace `[name]`, `[displayName]` and `[itemId]` with your own values:

For epp augments:
```json
[
{ "op": "test", "path": "/recuperationConfig/augment/[name]|[displayName]", "inverse" : true },
{ "op": "add", "path": "/recuperationConfig/augment/[name]|[displayName]", "value": "[itemId]" }
]
```

For collars:
```json
[
{ "op": "test", "path": "/recuperationConfig/collar/[name]|[displayName]", "inverse" : true },
{ "op": "add", "path": "/recuperationConfig/collar/[name]|[displayName]", "value": "[itemId]" }
]
```

### Example of a full patch file
```json
[
{ "op" : "replace", "path" : "/limits/augment", "value" : 3 },
{ "op" : "replace", "path" : "/limits/collar", "value": 2 },
[
{ "op": "test", "path": "/recuperationConfig/augment/[name]|[displayName]", "inverse" : true },
{ "op": "add", "path": "/recuperationConfig/augment/[name]|[displayName]", "value": "[itemId]" }
],
[
{ "op": "test", "path": "/recuperationConfig/collar/[name]|[displayName]", "inverse" : true },
{ "op": "add", "path": "/recuperationConfig/collar/[name]|[displayName]", "value": "[itemId]" }
]
]
```

Update: 22 Aug, 2018 @ 2:56pm

Fixed an issue where combining augments and containers with identical or different levels of a same augment type would cause the interface to break, causing the interface to lockup and preventing the retrival of items

Fixed an issue where the augment levels were being stored as strings instead of numbers, all new augments/containers will use numbers and old items will be automatically fixed when used with the augment combiner. Old augments will still behave as they always have and loose no functionality, the is entirely related to the back end of the system.

Fixed an issue where right clicking on the extracting slot with an invalid item while an item is in the slot would remove the item and give it back to the player without resetting the interface\

Added a logic to prevent the locking up of the interface when an issue occurs. The player will be notified with a red message telling them that an issue has occured and that they should contact the developpers about it.

Update: 21 Aug, 2018 @ 4:50pm

added support for future fu content and removed more testing stuff from fu

Update: 4 Aug, 2018 @ 7:47pm

added back a title to the combiner window

Update: 4 Aug, 2018 @ 5:10pm

removed unnessesary logging from the combiner code

Update: 4 Aug, 2018 @ 5:08pm

Removed a duplication glitch that could occure when merging augments
Added the ability to use bot pods from Fracking universe

Update: 3 Jun, 2018 @ 2:59pm

cleaned up the log outputs that were left behind from testing