Starbound

Starbound

Azure Modern Weapons Randomized
27 Comments
Davoker  [author] 17 Jan, 2024 @ 5:17pm 
@Myta The scaling system is "global"; any mod that adds procedural weapons works with it. Mods that add specific weapons function differently; they are not procedural and have a predetermined level that has been assigned.

However, mods that add procedural weapons all benefit from the level scaling. That's how it works in the game.
Myta 17 Jan, 2024 @ 1:14pm 
@Davoker I believe you, I just play with quite a few mods, Frackin Universe, Arcana, Borderlands Weapons Remastered, Shellguard etc, and the loot pools for Tiers 4 and above get quite cluttered, with literally thousands of weapons and items, so I think the odds of finding your weapons are significantly higher early game for me as those loot pools are much smaller by comparison
Davoker  [author] 17 Jan, 2024 @ 1:11pm 
@Myta Do the test, make a copy of your "storage" folder, which is where all your game is saved, universe, everything, and then restore it.

Put "/admin" in the game to get administrator privileges, so you don't die or anything, go to a planet in a high tier system, I don't know what tiers you have, go to the highest you can find, by default the maximum tier is 6, anything 7 or more is what you are looking for.

Search for chests until you find a weapon, that weapon will have the same tier as the planet you are on.
Myta 17 Jan, 2024 @ 12:28pm 
@Davoker I see, interesting I've only run into weapons at Tier 4 or lower, maybe it's because my loot pools are so dilluted by other mods
Davoker  [author] 17 Jan, 2024 @ 12:26pm 
@Myta The game has an automatic scaling system, which means that if you have systems of tier 7, 8, 9, etc added by other mods, the weapons you randomly find in those new tiers will have their level adapted to that tier.

If you are on a tier 10 planet and find an assault rifle, that rifle will be tier 10. It's not really necessary to upgrade these weapons as you want. However, I can look into the matter to see how it works, but I can't promise anything.
Myta 17 Jan, 2024 @ 9:29am 
I've been loving the mod so far but I've noticed the weapons aren't upgradable at the Ancient Anvil or in the Frackin' Universe Tricodor which makes me kinda sad because I don't wanna let my AK go :(
Davoker  [author] 23 Dec, 2023 @ 6:04pm 
Small quick update to fix a bug, in case someone was quick and downloaded earlier, please do it again xD
Davoker  [author] 23 Dec, 2023 @ 5:41pm 
Ok, important update:

- The mod has been completely reworked, almost from scratch. Practically the entire file structure has changed, including the paths within some resource files.

- Now, the weapon positions should be almost perfect. With the mod's restructuring, the sprites are separated into 'additional directories' based on sprite sizes and weapon types.

Additional directories have been created for weapon types compared to before, precisely to facilitate the correct positioning of weapons on the player, adjusting the 'offset' parameters in each file to fine-tune or center them as much as possible.

- All weapons now have recoil effects upon firing.

I think this should be final now, unless there is some mistake I might have missed, I would not need any more changes, I can consider it "final version".
Blackwolf_swe 23 Dec, 2023 @ 1:02am 
Sounds good to me :) Thx for the extra effort
Davoker  [author] 22 Dec, 2023 @ 5:25am 
It's more work than it sounds just saying it, so I'll do it when I feel like doing it, but in the end it will be a perfect result and I won't have to make any more adjustments when I'm done xD
Davoker  [author] 22 Dec, 2023 @ 5:24am 
Therefore, I am thinking of redoing the mod completely and organize it better, I want to keep the 4 vanilla categories of the game that this mod has, but the organization internally will be different, and that will completely solve the problem that the "flash on fire" is not well centered on the nozzle of the weapon.

Basically it will be to divide the weapons in more categories and not only in 4, but for the user will remain 4 categories of weapons, which are those contained in this mod, pistols, machine pistols, assault rifles and snipers, simply the assault rifles will be separated into many more folders, by size of weapon graphic, and adjust in a file for each folder, this will solve the problem definitely.
Davoker  [author] 22 Dec, 2023 @ 5:19am 
I made several adjustments (hence there are several updates so close together today), but it is VERY difficult to adjust and get everything right as I have it organized right now, there are more than 300 weapons that I put in 5 categories, and that's the problem, they are very different sizes and when you adjust for some, you mess up for others, it will never be perfect because of how I have it currently organized.
Blackwolf_swe 27 Apr, 2023 @ 6:23am 
Yeah i noticed i found a level 6,3 rifle and i could upgrade get lower ones too so im hoping i either can upgrade one of find one at 10 later because the energy it costs for using the weapons are really good for the damage they deal
Davoker  [author] 26 Apr, 2023 @ 7:05pm 
@Blackwolf_swe I just realized that the planets that "add new tier" benefit from the "scaling system" of the game, I mean, the maximum tier on a planet in the game by default is tier 6, red stars (magma planets, volcanic...), the mods that add tier 7, 8, 9, etc make indirect use of that scaling system.

What does it do? basically if you are on a tier 9 planet for example, the weapons you find will also be level 9, this is thanks to this "scaling system", the weapons of this mod, which is not generated procedurally, but are finite (about 300), and those of any weapon mod that are generated procedurally, "in theory" also benefit from this system.

It would be nice to know if you find any of these weapons on planets with tier 7 or more to know if they really have the level corresponding to the tier of that planet.
Davoker  [author] 25 Apr, 2023 @ 4:19am 
@Blackwolf_swe Fantastic, as I told you before, when you use several mods that add weapons procedurally, it becomes more difficult to find one of a particular mod, the parts of weapons are divided into 3 folders, "butt, middle and barret", now imagine that a folder has 25 parts, another 15 and another 20, the possible combinations are counted by millions, add that you have several mods that do this, find a weapon of one of those mods when you have several mods that do this, it is really difficult even knowing that from a mod come out several million combinations.

However, in this case it is different, because there are not 3 folders that combine parts, there are a limited number of weapons around 300 or so, finding one of these weapons becomes more difficult when you use mods that if procedurally generated, it is like saying I don't know, millions VS 300, the odds are low xD
Blackwolf_swe 25 Apr, 2023 @ 3:43am 
Update.. I finally found boxes containing the guns so it works even with everything else running :)
Blackwolf_swe 24 Apr, 2023 @ 3:17am 
Awesome :D
Davoker  [author] 24 Apr, 2023 @ 3:10am 
@Blackwolf_swe I take note of the suggestions:

Have weapons be dropped by enemy NPCs.
Make weapons can be found of higher level (for mods containing higher level planets).

No promises, but it's something I'm going to look into.

ヾ(⌐■_■)ノ♪
Blackwolf_swe 24 Apr, 2023 @ 2:58am 
lmao yeah but i love variety and thx to modders there's no end :D now i just gotta find a black star with level 10 or harder threath to see if i can't farm some tenants or lootboxes for weapon rewards :P i dunno how much it would take to get the guns upgradable but i suspect it isnt easy.

Masive respect to you and all modders
Davoker  [author] 24 Apr, 2023 @ 2:27am 
@Blackwolf_swe Of course, I myself use a couple more weapon mods, added to those of the game, in terms of combinations there are "millions" of possibilities, I have had games where for more than 30 hours I will have seen 1 or 2 weapons of this mod, and in other games none, it all depends on how many weapon mods you use, the more you use, much lower the probability hehe
Blackwolf_swe 24 Apr, 2023 @ 2:23am 
XD That would be cool as well but thx now i know where to look because i have been farming enemies like a madman trying to find atleast ONE of these guns before. and i havent even seen em in any boxes.. as mentioned i believe i have to trim the mod collection a bit as i have a bunch of npc and randomized weapon altering ones
Davoker  [author] 24 Apr, 2023 @ 2:06am 
@Blackwolf_swe NPCs do not use these weapons, it is something to specify, this mod distributes the weapons in a random loot by the universe, you can find them by boxes, chests, etc etc randomly, but nothing else.

If you want your crew members to use these weapons, you must use the mod "NPC Spawner", with which you can place equipment and weapons.

I'll take a look to see if I can make random NPCs use these weapons, I don't know how to do it, but I'll study the matter.
Blackwolf_swe 24 Apr, 2023 @ 2:02am 
Ye the spawn codes seem to work fine i just arent getting any npc's at all to use em or drop em. i think i will have to trim the mods and see what changes that cuz i really enjoy this mod because of the more "normal" weapon size compared to the characters instead of monstergunter gigantic guns XD
Blackwolf_swe 24 Apr, 2023 @ 1:56am 
AH thx so much ill give this a test real fast :)
Davoker  [author] 24 Apr, 2023 @ 1:55am 
@Blackwolf_swe The identification is the name of each ".activeitem" file for each weapon, there is no more mystery, however:

Common Weapons:

commonassaultrifleamw
commonassaultrifleamw2
commonassaultrifleamw3
commonassaultrifleamw4

Uncommon Weapons:

uncommonassaultrifleamw
uncommonassaultrifleamw2
uncommonassaultrifleamw3
uncommonassaultrifleamw4

Rare Weapons (surprise?):

rareassaultrifleamw
rareassaultrifleamw2
rareassaultrifleamw3
rareassaultrifleamw4

You know how it works, /spawnitem rareassaultrifleamw.

Each id is a group of weapons in each category, I had to split it into groups for a question "muzzle flash position" of the barrel of each weapon, internal stuff =)
Blackwolf_swe 24 Apr, 2023 @ 1:41am 
Any chance at all to get item id's or a github link? been trying to find these guns for days on end but i'm having no luck.. i think i may have some mod conflicts but not sure yet as i havent gotten any logs saying so
Davoker  [author] 15 Apr, 2023 @ 4:42pm 
Some things have been corrected, improved the positions of the weapons when we hold them with our hands, some edited graphics of some of the weapons, muzzle flash of some types of weapons corrected.

More info in the change notes tab.

NOTE: I had to see it myself playing, as no user who is using the mod has reported me these errors, feedback helps to improve (╯‵□′)╯︵┻━┻

Enjoy or whatever =)