Starbound

Starbound

Startroid: Beams & Missiles
59 Comments
Major Poison 5 Nov, 2024 @ 1:03am 
answered my own question, it does. VERY disappointed that wave beam doesn't make the projectile wave around. that sort of motion would make the dead zone area between the plasma beam shots a lot less of an issue. also, should absolutely have a way to enable Murder Beam (all beams, including plasma and spazer, active at once). firing the Murder Beam just crashes Super Metroid, so should do the same here.
Major Poison 4 Nov, 2024 @ 5:12pm 
will this mod conflict with a mod that guarantees that bosses drop their unique weapon and trophy?
OutLook 21 Sep, 2023 @ 7:37am 
the X-Ray Scope would be dope
Velocity 24 Jul, 2023 @ 3:43am 
Figured out how to fix the issue, will be uploading a patch once I remember how to
Jack.K Drack 6 Jul, 2023 @ 7:57am 
Based on my findings: {LINK REMOVED}
Somehow the fix for the weapon model has to be edited in the weapon.lua - i'm not knowledgeable myself to modding this game sadly so if either the author of both mods can find a way to fix that or someone to make a third patch for either i hope this helps as a reminder of where the poetential issue BBAPepsiMann is as a fresh reminder.
Like A Gent 30 Mar, 2023 @ 11:16am 
I have this issue too. Fresh install on a new hard drive, the only mod added just to check and I'm holding the cannon. I found the files and an unpack tutorial but I don't really know what to look for here. Any help would be appreciated, other than this visual bug I really like this mod
Trogdude 12 Mar, 2023 @ 9:20pm 
@BBAPepsiMann
I dont know how to do that, sorry. I downloaded the mod but I have no idea where its files are.
BBAPepsiMan 26 Jan, 2023 @ 9:29pm 
redownloaded and unpacked the mod. i see no "handGrip" in the current iteration of the active item. i can only assume this is because you kept an old version of the file and somehow accidentally used it for the update instead of the most recent version.
BBAPepsiMan 26 Jan, 2023 @ 9:24pm 
may wanna double check the activeitem file to see if it's still set to wrap
Trogdude 8 Jan, 2023 @ 10:39am 
@Catspeare
I ran startroid without any other mods and got the same results.
Catspeare 3 Jan, 2023 @ 6:17am 
@Trogdude
Do you happen to have the general muntions mod? It adds a bunch of firearms and military block/furniture. The thought ran across my mind that there is a chance that it may be messing it up.
Trogdude 21 Nov, 2022 @ 11:43am 
@Concoction of Constitution
Its official the scuffed sprite isnt caused by other mods. I uninstalled everything i had besides this, and the sprite still rests on the hand like a normal gun.
Trogdude 20 Nov, 2022 @ 2:50pm 
@catspeare
I have the same issue and I dont have the RPG mod so it might be something else.
Catspeare 8 Nov, 2022 @ 10:53am 
probably the rpg growth mod then. that's the only one I can think of.

Thanks for responding.
Concoction of Constitution  [author] 8 Nov, 2022 @ 10:41am 
I haven't encountered that bug before, if you have other mods enabled it might possibly conflict with the mod if they interact with weapon or animation scripts at all.
Catspeare 8 Nov, 2022 @ 9:49am 
i'm encountering an odd bug where the character is holding the cannon in their hand like a gun. rather than sitting on their arm the back of the cannon sits on top of their hand.
Any idea to whether it's a random-chance mod conflict, or just a bug.
Concoction of Constitution  [author] 18 Aug, 2022 @ 8:01pm 
Glad you guys like the mod! Thanks for the awesome feedback and suggestions! <3

I updated the mod to remove the erchius crystals from the recipe. Not sure why I thought these were obtained in the base game, but it shouldn't be a problem anymore. Also, normal missile recipe *should* work as intended.

I haven't had any time to make sure this all works, but I'll keep an eye out if any critical issues arise. Unfortunately, I never really got a chance to do a full playthrough with this mod (How ironic).

There's still some tweaks to do with damage and crafting requirements, bug fixes and all that stuff. If you have any ideas for patches/fixes, feel free to make them as I am restricted on my time and all that. Thank you!
Stranger Danger 1 Jul, 2022 @ 8:21pm 
One of these days I have to hope that there will be a version of this that's clientside
Zerim 28 May, 2022 @ 5:32pm 
HELL YES!
xbxbxb123 1 Mar, 2022 @ 6:42pm 
This weapon seems a tad bit underpowered but otherwise looks great!
Kerik 4 Feb, 2022 @ 10:20am 
any way to make this compatible with chozo mod? (if it already is sorry it just doesnt work anymore for me then)
Gender Wizard 9 Dec, 2021 @ 10:29pm 
hey, i cant find the tier 1 missile upgrade in the anvil, where do i get it?
jeepjumping_jonah 8 Dec, 2021 @ 3:57am 
I think I'm gonna do a Samus Aran playthrough soon if this mod has anything to say about it
Gammaboy45 8 Nov, 2021 @ 6:47pm 
ice beam, plasma beam, and T4 missiles are obtainable by specific tier 5 anvil addons
tnisinc 31 Oct, 2021 @ 1:48pm 
How do i get the ice beam and plasma beam
xbxbxb123 20 Oct, 2021 @ 7:39pm 
Will this mod include the Storm Missiles from Metroid dread? also just basing it on the way it works in that game in general would be cool
BBAPepsiMan 19 Oct, 2021 @ 4:10pm 
@Jesus Fish
yeah... i just remembered that yesterday tbh
Jesus Fish 17 Oct, 2021 @ 6:02pm 
@ BBAPepsiMann: The spazer is the wide beam
BBAPepsiMan 16 Oct, 2021 @ 6:06pm 
beams i'd like to maybe see later on include:
- Annihilator Beam
- Battlehammer
- Dark Beam
- Diffusion Beam
- Imperialist
- Judicator
- Light Beam
- Magmaul
- Nova Beam
- Omega Cannon
- Shock Coil
- Volt Driver
- Wide Beam

basically, this mod is chock FULL of potential
Ruby 15 Oct, 2021 @ 8:33pm 
Id like to see some more work done on this, its definitely a bit unpolished, the charge beam not having a different sprite, the spritework in general being pretty poor as well as items feeling ridiculously expensive, but the mod is fun and with my multitude of metroid mods fits quite well in, just a bit more needs to be done, but otherwise its great
Material Defender 10 Oct, 2021 @ 2:27pm 
@Dismal for the cannon itself, you just need to redo the erchius mission (accessible from your ship's computer)

Now if you don't care to do it, or want it early, the following has it in spoilers

/admin
/spawnitem samusarmcannon
/admin
cerasulae 10 Oct, 2021 @ 12:46pm 
how do i spawn it with commands
Ree McScree 9 Oct, 2021 @ 4:36am 
Well if anyone wants to use this with FU here's a patch to make it spawn from the erchius horror:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2623454746
TylerFreeman 7 Oct, 2021 @ 7:54pm 
Actually, I figured out how it works. Thanks to @Gipz suggestion but to open the menu, you have to not click the actual item in the inventory or equip tab but rather on-screen.

I feel a bit dumb for not figuring that out lol
ledbullet1 7 Oct, 2021 @ 1:02pm 
hey concoction check this out: someone modified the cannon making it look how it does in game https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2620229250
Gipz 7 Oct, 2021 @ 6:45am 
Derp, I’m an idiot. Awesome to know it’s not a conflict with another mod. Thanks a ton!
Material Defender 7 Oct, 2021 @ 6:26am 
also those recipes require the 3 different addons to the max upgrade anvil. (seperator for mega missile, accelerator for plasma beam, and manipulator for ice beam)
Material Defender 7 Oct, 2021 @ 6:21am 
@Gipz, you already know them because as soon as you collect the cannon itself, you learn those recipes.
Gipz 7 Oct, 2021 @ 6:18am 
I absolutely love this mod. The feel of the arm cannon and pacing of upgrading it is awesome. Mixes well with my mod pack so far too. Only trouble I’m having is finding a way to craft the ice and plasma beams, and also the mega missile. Where can I find those recipes? So far I’ve been able to make the charge and spazer beams. I can also craft the wave beam but don’t see the ice or plasma beams. I spawned in the recipes for the ice beam, plasma beam and mega missile but it’s saying I already know them.
Gipz 7 Oct, 2021 @ 6:03am 
@TylerFreeman Make sure to have the arm cannon equipped when shift+clicking. If that doesn’t fix it then it’s got to be something else. I have around 100 mods installed and am not having any issues with the interface
TylerFreeman 7 Oct, 2021 @ 2:32am 
Hi, your mod doesn't seem to work right for me. I have this as a singular mod installed and the problem I'm encountering is that I'm unable to open the upgrade interface despite holding shift+left click or shift + right click.
Ryu Ketsueki 6 Oct, 2021 @ 7:01pm 
Think you can add an explosion to the missiles? That way they can be used on the Brine Star mission (I wonder why it is called like that) from Extra Dungeons and FU on the doors that only open with explosives
Material Defender 3 Oct, 2021 @ 6:18pm 
a workaround is to use the following commands:

/admin
/spawnitem normalMissile-recipe
/admin

(the -recipe part tells the game you want the blueprints instead of the item itself, which you can use to learn how to craft the item)
Material Defender 3 Oct, 2021 @ 6:17pm 
Sorry, another problem, is the Normal missile recipe supposed to be learned once you pick up the arm cannon? If so, I looked in the code, and it's not there.
Material Defender 3 Oct, 2021 @ 12:16pm 
I mean, this is a good mod, I like the idea, just wondering how to get the certain ingredient required by the crafting recipes for those 3 items.
Material Defender 3 Oct, 2021 @ 11:55am 
How can someone collect the literally unobtainable Erchius Crystal needed to craft the Mega Missile, Packed Missile, and the Wave Beam? NOT the Crystal Erchius Fuel, which can be found on any lunar world, and is an entirely different item.
Ree McScree 3 Oct, 2021 @ 11:36am 
Can I make a FU compatibility patch?
Black Cat 2 Oct, 2021 @ 9:53am 
Can't believe I forgot to mention this in my initial post, seeing as it was the biggest issue: But I also couldn't fire any missiles period after inserting that upgrade. Maybe it's my fault for putting in the Lv2 upgrade first thing, but it still ends up bricking the weapon's alt-fire completely.
Black Cat 2 Oct, 2021 @ 9:50am 
This is a pretty awesome mod, though I think I might have encountered a serious issue with it: After inserting the level 2 charged missiles into the missile customization menu, I was unable to remove it (or put in any other missile upgrades into the other slots, for that matter). To note, this was the first upgrade I put in there, given I was testing the mod out in admin mode. The beams seemed to function just fine, but it's the missile menu that's bugged for me. Deleting the arm cannon weapon didn't fix the issue either, as all the upgrades are apparently permanent.
Chet Walters 1 Oct, 2021 @ 5:16pm 
This is absolutely dope. Does it have RPG Growth support? Like in having proper buffs for proper class while having this on, etc? If not, the author of RPG Growth can easily help you. He has some method that is very easy to implement, and I'm sure he can help you.