Starbound

Starbound

Armour Implants
23 Comments
Scope40k 2 Oct, 2023 @ 7:54pm 
Considering your experience: I always wanted version of Wardrobe mod which would create copies of original apparel but without their stats and at a lower price. Do you know if Starbound engine allows to even do that?
🍞🐧 Jennsy 🐧🍞 24 Jul, 2023 @ 1:29am 
Personally I expected a lot from the mod, it has a lot of inconsistent glitches and it's a mod without purpose, if the idea was focused on adding additional stats to the ones you have in your armor, that's fine, but the way it is approached is illogical, redundant and useless, I don't see a useful way to get any advantage of this, you unlock something that at the point where it doesn't work for you.
Anter583  [author] 24 Jun, 2023 @ 8:28am 
Shouldn't cause any serious issues, but since it crams all stats in a special slot, my mod won't be able to see them and will apply the full implant buff despite it already being partly/fully fulfilled by the special slot.
Mk Ⅳ: GIRZU 24 Jun, 2023 @ 7:55am 
Galaxy in Conflict. A mod with a play method that is a little far from vanila.
The gic has a defense that does not have any Vanila's defense stats, and has a slot that mounts a special aug that acts as a defense in place of Vanilla's stats.

I was worried about the fatal error problem, but I think it'll be okay. I'll have to experiment myself when I can use the computer later.
Anter583  [author] 24 Jun, 2023 @ 5:15am 
What's a GIC?

Aslong as it doesn't change how much each armour slot contributes to your defence stats, changes how defence stats work or changes the mission order/loot tables, it should be compatible without patches.
Mk Ⅳ: GIRZU 24 Jun, 2023 @ 3:25am 
Does it Compatible with GIC?
Pepto 13 May, 2023 @ 2:41pm 
Right I get it now, you should probably put that in there because for dumb people like me that isn't exactly explained very well
Anter583  [author] 13 May, 2023 @ 10:59am 
@ Pepto
On its own it doesn't make as much sence, Ideally you would want to use it with something that adds utility stats to most vanity, like for example having the hazmat suit give out radiation & poison protection.

The idea isn't to wear cosmetic clothing in your functional slots, its to be able to swap out some of your armour for clothing items that give you buffs without having to sacrifice all the defensive potential of that slot.

I do have plans to make something to add utility stats to most vanity to actually give this mod a reason to exist, unfortunately it's going to be a while before I'm able to do that.
Anter583  [author] 13 May, 2023 @ 10:58am 
@ natsumi or something idk
In the slot you put an "implant" item that you are able to craft after beating certain bosses (or aquire ore from certain tiers if you use the no story addon that I haven't finished yet).

Think of it as an augment that turns any non-armour clothing into armour, only its not an augment as it'll be too expensive & tedious if I made you craft a new one for each item you want to use.

I did think of making it use normal armour, the issue is that you'll be able to immediately put it there, defeating the main point of the mod, which is that the best implant you can get is always 1 tier weaker than the best armour you can craft, it's not meant to replace existing armour.
Anter583  [author] 13 May, 2023 @ 10:57am 
Yeah, I could of done with waiting another month or 2 to post it while I'm not busy irl and had a more cohesive explanation ready.
Pepto 12 May, 2023 @ 11:33pm 
Just wear armour and put the clothes in the vanity slot? What even is this mod I'm so confused..
natsumi or something idk 10 May, 2023 @ 1:38pm 
im very confused.. what does this do? is it like armor slot items you just put in there? or is it something entirely seperate that just buffs your stats? nothing is very clear here
Emil Siegryn 9 May, 2023 @ 12:25pm 
Love the new images you added. Definitely makes a huge difference to clarity. With the recent changes you've made to this page, I no longer have any major complaints - except for the no story skip thing; which you are planning to address in the future - so I'm quite satisfied with the changes you've made.

Thank you for the effort, and thanks for the novel idea.
Anter583  [author] 7 May, 2023 @ 6:45am 
Should of forseen that the back and forth design of the image would be a bit confusing.
Anter583  [author] 7 May, 2023 @ 12:10am 
Seems like making the ore give out the recipes is the best method I can find, a bit of a problem with T6 though, the only logical recipe unlock is essence, which will cause issues with FU due to it using it as a non-tiered resource.


Adding the full stats to the mod page is a bit gimmicky, as I've coded the implants in a way where they should be natively compatible with most armour stat tweaking mods, but I'll add them anyways.


The images are so haphazardly designed that they're probably causing more harm than helping, I'll remake them when I'm not busy irl.

I'm guessing you're reffering to the 1st image, those stats are the endpoint stats after the implant has already done its magic.
Emil Siegryn 3 May, 2023 @ 2:46pm 
Side note: One of the screenshots uses < = > symbols to compare the stats... but the less than and equal sections both have identical stats in the cropped images. Hence, the complaint about the screenshots.
Emil Siegryn 3 May, 2023 @ 2:44pm 
2 - I wasn't aware that adding Tabula Rasa recipes forced them to appear instantly. I had imagined you could obtain the recipes by obtaining the item, then the recipe would be populated into the TR tab... but I haven't made any mods that utilize this, so I'm not certain.

3 - I didn't mean in game, I meant on this page. There are a couple of screenshots showing off one specific tier, but the tooltips within the screenshots are cut off, preventing any more information from being obtained, and that's only one tier out of many.
Emil Siegryn 3 May, 2023 @ 2:44pm 
A fellow novel respondent? You will hear no complaints from me, as long as you are using line breaks - which you are. It's when there's a wall of unformatted text that I start getting upset lol. But as long as it's relatively easy to read I don't much care how long it is.

1 - I actually prefer it being an add-on for player agency's sake. Those who want the challenge and sense of progression and accomplishment can use the base mod, those who - like me - skip the story will still be able to use it. Everybody wins.
Anter583  [author] 3 May, 2023 @ 1:45am 
Sorry if its a bit long, I have a bad habit of responding with essays, it usually takes me like an hour to crop out all the useless info.
Anter583  [author] 3 May, 2023 @ 1:41am 
Also yeah, I'm having a hard time explaining the mod properly, its kind of a weird concept and I'm not that good at explaining things, the images were kind of a last minute addition.

The 1st one is meant to convey that it doesn't matter what you're wearing, the implant will raise your stats to X level as long as your armour doesn't exceed it, might not be that obvious as I didn't highlight the stats changing between the images.

The 2nd is meant to convey that this buff is done on a per-slot per-stat basis, as in the mod compares each stat within each slot seperately with its own internal stat list, meaning you'll still benefit from putting on a single piece of the next tier's armour without the need to keep the previous tier armour set on.

And the 3rd is just a hint guide on where to find them, as not everyone knows what level each boss is, SB does a pretty poor job at conveying that info.
Anter583  [author] 3 May, 2023 @ 1:37am 
3 is kind of already done, the GUI lists all the stats an implant applies for each slot alongside a stat summary of all slots combined.

Implants use the exact same calculations that normal armour does, meaning that an implant of X tier is worth a full set of X tier armour.

Might look into adding that info to each implant's tooltip, but I don't think I can fit a detailed per slot list.
Anter583  [author] 3 May, 2023 @ 1:36am 
The problem with 1a and 2 is that you'll be able to craft the implant at the same time as the armour, making normal armour obsolete before you even craft it.

Its kind of an issue where I need a way to force the player to first craft their normal armour and only after they're ready to progress to the next tier are they allowed to craft the implant of that same tier, missions achieve this fairly well, but are not ideal if you don't like doing the story.

Without them, the best course might be to just add 1 of the next tier's ore to the recipe, or maby make the recipe unlock when you pick up the ore.

1b is how I'm planning to introduce the change.
Emil Siegryn 2 May, 2023 @ 1:11pm 
You might want to have another look at the screenshots. A couple of them are providing some confusing or incorrect information. (i would tell you which ones, but I may have missed some stuff while I was scanning through; probably better if you check all of them just in case)

Suggestions:
1a) Add player.config.patch to add recipes for players like myself who disable/skip main story.
1b) Make suggestion 1a an addon mod.
2) Add compatibility for Tabula Rasa.
3a) Add more detailed information about exactly what stats are added and what stats you'll get from each slot and/or tier.
3b) Provide examples of 3a.

This is a really cool idea, and I'm curious to see if/how it evolves in the coming days/weeks.