Starbound
LR's Dynamic Equipment
112 comentarii
Linkronny  [autor] 19 iun. la 10:11 
The mod is intended to be used with mods that add more challenging content, without them chances are most stats will be busted in some way or another
🐱Empieza 17 iun. la 10:37 
Health regen is too op, it makes the health system completely meaningless.
[SUB] WIZ 27 mai la 9:28 
I'm sending this to everyone, maybe someone will be interested.
[SUB] WIZ 27 mai la 9:28 
I tried, but I'm an absolute zero in coding, it took me 3 days to just run the smallest file script and not get kicked out immediately when I try to run the game
Linkronny  [autor] 27 mai la 9:26 
I'll be blunt: I noticed you placed the same request on various other mods, making mods is time consuming , and most people do it for free , if it isn't something they desire then they don't really see the need to make it, your best bet would be to look into modding yourself and could possibly make the mod yourself as it might indeed be something simple
[SUB] WIZ 27 mai la 7:56 
you could create a mod to remove items after death, its working principle is quite simple, but it would give a completely different approach to the game, if all items from the inventory were completely removed after death, it would create a positive circulation of weapons and armor, which would equalize the balance of resources and items in large modpacks
Linkronny  [autor] 26 mai la 1:15 
@Atlant28, the identification should be pretty much instant and should work with all armour (specially Vanilla), my only guess would be that the equipment you have placed in there is already identified (can hover over the equipment to see if it has the new tooltip appearance which includes bonus stat information), also ensure you are placing the items into the input slot, as the output slot will not do anything
Atlant28 25 mai la 12:50 
thanks for the help- about armor, i got some vanilla armor and its not identifying its bonuses and stuff- unless it takes time ? otherwise its not doin anything other then saying 'identifying equipment' in green.
Linkronny  [autor] 25 mai la 0:29 
@Atlant28, the higher the number the better, so for positive values +4 is going to be better than +2, and for negative values -4 is going to be better than -2, cannot remember on top of my head whether it was a positive or negative number for the energy drain, but the bigger the number the better
Atlant28 24 mai la 11:32 
great mod, but im curious to what the energy stat means? does it drain faster or slower depending on how high the stat is?
Linkronny  [autor] 1 mai la 13:00 
That was the initial plan, but unfortunately that would had required going into every mod file to add the compatibility, which is why it was way easier to just make a machine to identify their values, this could change in the future if I find a way but can't guarantee it :SBpenguin:
Assassin 30 apr. la 17:31 
Is there a chance that weapons with bonus stats can spawn naturally? I've been wanting a replacement to Supper's Combat overhaul, but for what it does, it's practically the only one. Naturally spawning armor, crazy weapon modifiers, etc.
Linkronny  [autor] 26 apr. la 11:59 
I tried to look into something of the sort while making the mod, but sadly one cannot just change melee weapon sizes as the rest of the included stats in the rotation, or at least not a method in the base game :BlueSad:
nikita150u 26 apr. la 7:44 
Such a cool mod. Especially "projectiles" stat. Can we have similar op-level stat for melee which would change weapon size?
Linkronny  [autor] 23 apr. la 10:40 
yep :steamthumbsup:
Yony32 22 apr. la 20:53 
is this compatible with frackin universe??
GUINWSUS 18 apr. la 2:24 
wow
A-Vladimir 31 mart. la 20:26 
I think that "damage multiplier" is too op, it makes other stats worthless
Linkronny  [autor] 25 mart. la 10:25 
@The Treats, I'm glad to hear that! Yeh the way subscriptions carry through and local server setups can be tricky at times haha, glad a solution was found!
The Treats 25 mart. la 8:11 
Managed to fix it, for some reason steam didn't automatically update my mod client-side but the server did get updated. Reinstalled the mod and made sure it updated and everything works fine now
Linkronny  [autor] 24 mart. la 5:46 
@-=RonnY=-, It is already compatible with Fracking Universe (I use it in my modpack), is it by chance not working for you? If it isn't, would you mind giving some more details as to what isn't working?
-=RonnY=- 24 mart. la 0:53 
Please,make it compatibility with frackin universe mod!):steamthumbsup:
Linkronny  [autor] 23 mart. la 11:30 
@The Treats, That is odd, it's working as expected on my end, I only made changes to the burning effect, but the frozen effect should essentially be the same as before, I had however changed the structuring of the file location, which I believed would not cause issues seeming that it was working correctly during testing (including with weapons which bonuses were produced before the update), I have changed the structure of the file paths to better match what it used to be, let me know if the issue persists, otherwise I will further revert some structural changes, if the issue persists then my guess would be that one of the other mods you currently have is being picky with status effect locations :(

The names disappearing is odd as they are showing correctly on my end (this is with many other mods installed), but if my theory on the picky pathing is correct, then hopefully this update should fix that
The Treats 23 mart. la 7:57 
yeah the crash only occurs once an enemy is hit. Also, a few of the effect names have gone missing, showing only technical names
Linkronny  [autor] 22 mart. la 15:44 
@The Treats, that's an odd one, does it only crashes upon activating on entities? (Such as hitting enemies) or does it crash at other events?

As for the scrap ids, they are simply:
common_scrap,
uncommon_scrap,
rare_scrap,
legendary_scrap,
essential_scrap

as far as I know, there should only be up to 8 slots so I'm assuming you meant slot 7 and 8, that being said I don't remember how the FU precursor crucible worked, will look into this when I get the chance, thank you for letting me know!
The Treats 22 mart. la 15:11 
Hey, I noticed there was an update yesterday. For some reason the burning and frost slow effects cause immediate crashes and boot me from the server once applied to an enemy. I just got booted with:
"Exception caught in client main-loop (AssetException) Error loading asset /stats/effects/weaponEffects/LREf_Frostslow/LREf_Frostslow.animation"
And likewise with burning.

Additionally, I upgraded a weapon to tier 10 thru FU's precursor crucible thing and the 8th and 9th bonus slots were erased once rerolled. I only had enough scrap to do those two so I don't know if rerolling erases enhancements on each tier.

Is it possible to ask for the item ID of the unique tier scrap so I can refund the two that were spent downgrading my weapon?
Linkronny  [autor] 21 mart. la 11:32 
No problem! I hope that helped! :mhwilds_OK:
Coffee 21 mart. la 11:05 
Thank you for the extensive explanation :steamhappy:
Linkronny  [autor] 21 mart. la 10:05 
Thank you for your attention and hopefully you're enjoying the mod so far!

A lot of weapons with combos tend to have stance durations , these are the durations between each action,
some weapons already have very low durations between combos, so the modifiers can only remove so much (the modifier affects all stances, so if there is a stance that already has 0.03 stance duration, the values for the other stances will not go any lower than 0.03), this leads to extra "bonuses" of "stance duration" to essentially not work if a stance is already at the minimum value, unless I were to add a modifier for each stance, which I believe would be quite tedious for people to roll for haha

In the future I might add a system to prevent bonuses such as 0.00 stance duration showing up

As for the overview, the range is simply the same every other weapon would have, which is why it says 0.06 even though the most it can remove is 0.03 for that weapon
Coffee 21 mart. la 9:37 
Hi,
nice mod - enjoying it for a while now. But maybe you could clear up some confusion:
Im trying to get a weapon faster with "stance duration":
The overwiew says 0.00 to -0.06.
The highest i am able to roll is -0.03 only once: Trying to roll it on anoter slot only gives me 0.00 every time.
Could you explain the mechanic a little bit without me having to dig into the code?

Thanks for your work.
Linkronny  [autor] 16 mart. la 2:26 
@Ryuzen, very likely! Unsure as to when though, but I do want to add more effects to the rotation pool!
Ryuzen 15 mart. la 22:40 
Do you have plans to add lightning and poison damage to the possible elemental damage types?
Linkronny  [autor] 13 mart. la 10:08 
@specopsbarton, haha yeah, I think I may have an idea on how to implement that, although I need more time to carry out thorough testing to ensure it works :cry:
specopsbarton 12 mart. la 19:27 
@LinkRonny You're welcome. I hope someday you will add that feature to crafting terminal, so we will be able to put multiple crafting stations in it.
Linkronny  [autor] 12 mart. la 15:26 
Thank you! I'm glad people are enjoying this so far! Hoping in the future I get some more time to do more for this, could be a while until then though
specopsbarton 9 mart. la 6:31 
This mod is really nice, thanks!!! :steamhappy::steamthumbsup:
Linkronny  [autor] 3 mart. la 14:27 
haha yeh, some busted weapons can become even more busted, I personally pair this with harder content for the satisfaction of making stronger builds for the end-game challenges
DominusAvarus 3 mart. la 12:07 
Tried it with project 45 weapons one time and it worked, admittedly it made the guns absolutely broken overpowered but it did give them something (and with that extra item that lets you swap tooltips worked aswell on them so i could see the weapons actual stats)
Linkronny  [autor] 3 mart. la 6:06 
I don't see why it wouldn't, if someone tries it out please let us know!
Kinsect 2 mart. la 18:04 
say can this work with modded weapons like corporate expansion?
Linkronny  [autor] 26 febr. la 4:38 
hell yeah! It's the best way to find out if something works!
DominusAvarus 25 febr. la 12:52 
always worth that experimentation:steamthumbsup:
Linkronny  [autor] 25 febr. la 8:53 
ooooh that doesn't sound like too bad of an idea to be honest, but also does sound like it could make certain aspects of the mod redundant, might experiment around with it in the future
DominusAvarus 24 febr. la 10:51 
My guess for what they are asking is probably some kind of Enchantment Book system from Minecraft, just my guess tho.
Linkronny  [autor] 22 febr. la 10:07 
May I ask more details on what you mean? As in do you want a system to simply try out what each bonus does? Or a way to specifically select a bonus? Or is it something else?
爱笑的佐巴扬 22 febr. la 8:13 
The selection of skills is random, can they be customized? Trying one by one is too troublesome
Linkronny  [autor] 20 febr. la 8:59 
Thank you for the feedback!

I like your idea of adding inaccuracy, so will add that into the rolling pool in the future, can't remember if recoil was a modifier I found during the testing, but will definitely take a look once I get back to it! (and hopefully find ways to implement QoL related bonuses)

Thanks for the suggestions, and happy modding to you too!
Khe 19 febr. la 22:11 
landed on the page again while browsing, have some cat wisdom to share

adding straight power is generally a bad idea (unless it's limited to special/legendary weapons, and only small amounts).
adding QoL type stuff is the real goodies

being able to increase projectile count on its own probably isnt going to affect damage output due to how weapons handle multiprojectiles (in vanilla, it splits their damage), but combo that with inaccuracy...want to turn an assault rifle into an automatic shotgun? heh. speaking of, if your mod doesnt add the ability to add inaccuracy...consider that as an option, maybe users may like it.

similarly, is recoil a modifier?
Linkronny  [autor] 11 febr. la 8:47 
haha yeah, hopefully it adds more flexibility rather than just more power, I've been trying it with the Metal Slug gun from Project 45 simply because a big fan of the series, and loved the outcome!
In addition due to the tooltips from this mod and the ones from Project 45 showing different data, I added the tooltip swapping station so that one may be able to see both tooltips whenever necessary
omba 11 febr. la 6:56 
ohh god its also compatible with project 45, already unreasonably powerful guns bouta become more powerful lol