Starbound

Starbound

Armor Augments Reborn
58 Comments
WatcherCCG 28 Jun @ 10:52pm 
I find it very curious you've deliberately chosen not to include FU in the compatibility list, but I can understand why you'd make that choice.
Velocity 26 Jun @ 8:07am 
yeah its called openStarbound and it has a lot of cool features (along with helping with lag)
projectmayhem  [author] 26 Jun @ 7:49am 
I have not heard of the post-load patching yet, I assume the oSB stands for open starbound? I'll have to take a look into it when i get back into the game, see what needs to be done.
Velocity 26 Jun @ 2:06am 
Considering that oSB's post-load patching is now a thing that a lot of people are using, I'm kinda wondering if this mod would end up using that at some point
Velocity 13 Jun @ 5:54am 
also good luck with expanding your knowledge and stuff, forgot to mention that
Velocity 13 Jun @ 5:53am 
thanks :espresso:
projectmayhem  [author] 13 Jun @ 5:36am 
I'll take a look at it the next time I'm focused on Starbound. At the moment I'm working on my own games and expanding my knowledge, which should help my modding when I do come back to Starbound. I think there are also a few mods that have been requested for integration, I'll try to get those as well when I am back on Starbound.
Velocity 12 Jun @ 5:12pm 
Item IDs added by this mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2283501469&searchtext=item+id) appear in the wrong spot on clothing and armor with Armor Augments Reborn installed, might need a fix

Asked Silver about it earlier and they mentioned that this was due to the rarity label's position on the tooltip (which it replaces with the item id)
Velocity 29 May @ 4:24am 
good thing i dont use fu lol, this will work much better
projectmayhem  [author] 29 May @ 4:10am 
The only mod the old one covers, that this one does not, is Frackin universe. You can use the old one with this one, but mine will most likely overwrite everything the older one does, except FU.
Velocity 29 May @ 3:46am 
Question, is this just armor augments but with active mod support? Asking because I'm not sure if this can be used alongside it
projectmayhem  [author] 2 Jan @ 12:12pm 
The problem you run into, is the mods that change the tooltips for their mod, dont have a spot for the augment. So without my mods tooltip, the augment spot just gets plastered into a random spot and it looks really terrible. Often is overlaps the items description text and makes some of the tooltip unreadable.
BITney, The Pixel Heister 2 Jan @ 7:50am 
There is any way of making an option or mod just for visuals? I mean disabling the change of the UI. Its weird having different sets ifarmor for example of starforge with his own UI then see another with yours. Just like the old Armor Augment mod, the slot underneath.
N0v4_M4x3 9 Dec, 2024 @ 2:39pm 
Thank You.
projectmayhem  [author] 9 Dec, 2024 @ 1:36pm 
Ok. was able to access my files, the tooltip name will need to be "armor-augment". If you run into any issues, just add me to your friends and I can help.
N0v4_M4x3 9 Dec, 2024 @ 5:58am 
That is correct, I wanted to native compatibility because the game itself is more likely to ignore extra lines (I think) and I don't have to make a patch for everything.

Thank You for Your guidance and time.
projectmayhem  [author] 9 Dec, 2024 @ 5:43am 
For clarification, are you saying you have this mod downloaded, and want to add compatibility to a mod that you are creating?

If that is the case, on your item you just need to add one line and change another. I'm not at my other pc at the moment, but it should be something like

acceptsAugmentType : "back"

That is the extra line to add, and then there should already be a line that says

tooltipKind : "armour"

or something like that. Instead of armour, it will need to match my mods tooltip. I think its called ArmorAugment but I am not at my modding PC at the moment. I will check once I am off work.

If I am incorrect in my assumption that you are adding support to your mod, you may need to clarify more. If you know how to unpack mods, you can also just unpack mine and see how everything is set up.
N0v4_M4x3 9 Dec, 2024 @ 4:00am 
Is there no way currently to integrate it with the main file that its patching then?

I think I should probably mention that I don't currently have any plans to publish My mod.
I was mostly just curious about it for reducing the number of extra steps/files.
projectmayhem  [author] 9 Dec, 2024 @ 3:05am 
If you know how to patch files, you will add this to your patch

[
{ "op" : "add", "path" : "/acceptsAugmentType", "value" : "back" },
{ "op" : "add", "path" : "/tooltipKind", "value" : "baseaugment" }
]


If I recall right, this will add an augment slot, but the tooltip will look weird. This mod has a custom tooltip so it looks normal still.

If you do not know how to patch files, you will have to read a tutorial on it. It's pretty simple once you get the hang of it.
N0v4_M4x3 8 Dec, 2024 @ 10:43pm 
If I wanted to add this directly to My armor in My own mod natively (with out external mod patches), how would I add it to the (example) peacekeeper.legs file?

P.S. Sorry in advance for not being able to properly explain My thoughts.
Mabra 24 Nov, 2024 @ 4:46am 
Does this one has the same UI issue on EPPs where the augment appears below the augment slot like the original ?
Ranger Dimitri 14 Nov, 2024 @ 7:09pm 
Kay, thanks for the info!
projectmayhem  [author] 14 Nov, 2024 @ 6:01pm 
no
gregest 14 Nov, 2024 @ 12:48pm 
do I need a new save for this?
projectmayhem  [author] 14 Nov, 2024 @ 8:01am 
The old version should use its UI for FU, all other mods will use mine
Ranger Dimitri 14 Nov, 2024 @ 4:01am 
Will that work for FU with the prior version also included?
projectmayhem  [author] 3 Nov, 2024 @ 1:26pm 
Two smallish changes. I added a new tooltip, and when i add support for mods that have custom tooltips or stats, I try to also add compatibility for that by making a tooltip specifically for their mod.
Ranger Dimitri 3 Nov, 2024 @ 9:21am 
I see, I suppose you have your reasons for not supporting FU, personally I have been finding it a rather interesting and enjoyable enough experience. That said I can see why not everyone would be interested in it. Either way, perhaps someone might make a third party patch for your version with FU? Regardless, I suppose I'll be using both the original and your version together for the time being. Any real notable changes of your version compared to the original besides mods innately supported and the augments?
projectmayhem  [author] 3 Nov, 2024 @ 1:24am 
Yes, though I believe FU is the only mod the original supports that mine does not.
Ranger Dimitri 2 Nov, 2024 @ 2:10pm 
So, you basically can be subbed to both the original Armor Augments mod and this one and get the supported mods both have along with any associated patches the original mod had? Just tying to make sure I have it all correct and such.
projectmayhem  [author] 12 Sep, 2024 @ 5:57am 
The original mod has FU support, which I removed when I re-vamped the mod. If you want to use the old one for FU support, you can still use my mod as well to cover the mods I have covered and the original hasn't.

If you do not use FU, then my mod covers all mods the original covers, plus some more. And for mods that add extra information to armor, such as new resist or set bonuses, I made sure to keep that new information in my tooltip
VAULT BOI 11 Sep, 2024 @ 10:22pm 
Sorry if this is an obvious question but I'm a little confused since the original armor augments is listed in the compatible mods. Does this replace that mod, or are they meant to run at the same time?

Also, if this replaces it, will we still need the armor augment patches for mods that have them?
Morpho_matter 19 Jul, 2024 @ 11:07am 
Perfect Rework.
projectmayhem  [author] 16 Jul, 2024 @ 12:23pm 
An addon is possible, someone else will have to make it though. As I stated earlier, i will not devote any time towards FU Compatibility.
mashtong54 16 Jul, 2024 @ 12:18pm 
well i would but i'm not skilled entough for moding good entogh for ameking things from scratch. maybe just a adon mod that just bascly alows this mod to patch and override fraken universe ui for others that don't realy caer aobut frkane universes ui for better armor agments. it could just be a seprated adon mod i guess if you can't add a toglable seting then i would setttle for that as well.
projectmayhem  [author] 16 Jul, 2024 @ 12:15pm 
I dont know if toggling is possible, but patching files in Starbound is not hard. You can make a compatibility mod between AA and FU if you want.
mashtong54 16 Jul, 2024 @ 12:13pm 
just add a waning labile in teh seting that warns players that if they trun this on it makes the fu ui wonky that can be truined off and on bascly. starbonud with mods does in fact rember agments that are in teh armor when it comes to mods and that is bascly can be acceds and truned on and off via game sctriping anyway with the gui. i would just like a way to acces the armor agment repron agments being able to be fliped on and off for the frekanin universe part for my and other players pernsal pefresce is that all im asking for.
mashtong54 16 Jul, 2024 @ 12:09pm 
like i switch to flip for it to override the fu ui on and off depdeing on who wants what for there playtyle bascly is what i'm asking in a nut shell.
mashtong54 16 Jul, 2024 @ 12:07pm 
well yes i know that but can i at least have a setings ophson to alow the mod it to work with freken universe at the coust of slightly borken frken ui stuff . i'm in fact one of thsoe kinds of players of mod pack users thsoe peapole that realy don't care aobut ui issues. if i can override the fu gui as a persnoal preferce seting that alows armor agment to override freacken universe ui so it can use more agments even if it looks bad. r but freaken universee won't let it with there ui by delaft. also i like useing frakcen universee agments on my frakcen universe armor even if the ui looks bad .but i perfer that i have my amror agments over nice looking ui. so if i want to forgo fraken univer ui in excase for amor agments and with even more agments then one at a time for every amrmor peace i would prefers the armor agments fonuiaslty of this mod over fraken universe ui anyday. i just want the opsion to chose witch ui and amror agment take partoy for persnal playstiles.
projectmayhem  [author] 15 Jul, 2024 @ 12:44pm 
I intentionally removed all the FU compatibility that the original mod added because of the complaints it messed with parts of their UI. None of my mods will ever have specific support for FU. Either they work with it or do not.
mashtong54 15 Jul, 2024 @ 12:32pm 
by the way you forgot aobut the frakcen universe gui compatbly of the orgnal armor augments mod by the way. also try to add a agment slot useing the fracken universe api to add a argment slot instead of overradeing it by just adding a epp argment slot for all fracken universe armors that use the fraken universe and comnuty damage types by the way. good thing i can just add the older version of armor agments
projectmayhem  [author] 10 Jul, 2024 @ 5:19am 
Both? I redid the tooltip so it has more compatibility with other mods. Some mods add elemental resist to armor, or the items level, race restrictions, etc. So I made it large enough to cover all that data. Every mod listed in the original mod, and the collections the orignal mod posted have been covered, though sometimes not as fully. i generally wont do cosmetic armor except back slots. So if a mod have their cosmetic items clearly labeled, I only check it for back slots and move on. If they are not clearly labeled, I end up opening up the files to see if they are cosmetic, and once I have it open I might as well patch it anyways, so those get done.

I also have a collections list above that covers all the mods supported, though sometimes I forget to add the mod into the collection. if you have any specific mods you want covered, just let me know and I will add them.

Also, my mod will contain more augments as well. I've added a few and currently working on more.
Kinsect 9 Jul, 2024 @ 10:04pm 
including separate patch mods like the Oмεяυıп (Angels of starbound, Nebulac, Fiend, False Harpy, De'nelaun), Arachne, Project Redemption Protector's Armor, Arcana, and Shoggoths?
Kinsect 9 Jul, 2024 @ 9:54pm 
So is this a direct upgrade or Overhaul from the original Armor Augments mod and all of it's patches?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1154799233&searchtext=Armor+Augments
projectmayhem  [author] 2 Jul, 2024 @ 5:09pm 
Working on adding custom augments as well. Today's upload will add 6 different augments that provide colored light and 5 augments that provide a shield. Each rank of the shield gives better shield health and a shorter recharge time. Once the recharge time is out, it will refresh your shield health, even if it has not been fully depleted.

All of these new augments have been added to the valuable loot table. So anytime that loot table is called, you have a chance to get one.
Hestrod Ureky 1 Jul, 2024 @ 2:16pm 
Many modders get discouraged from doing mods or updating them (For many valid reasons of course). I hope you can keep having fun and learning more!
projectmayhem  [author] 1 Jul, 2024 @ 6:20am 
You're welcome. Learning a lot of cool stuff about Starbound's interfaces and tooltips while updating this mod. It's been fun making it compatible with some of these crazy mods people have suggested.
Hestrod Ureky 30 Jun, 2024 @ 9:47pm 
No fucking way, you actually did it. I thought this was a random idea
so cool dude, thanks for the updated version!
Jesus Fish 30 Jun, 2024 @ 12:53pm 
no love for FU well fu unarmors yo augments
projectmayhem  [author] 30 Jun, 2024 @ 11:41am 
Np, glad you figured it out!