Starbound

Starbound

Codexes Explaining Supper's Combat Overhaul's Modifications
8 Comments
Assassin 16 May @ 10:50am 
Well, for Orb and Cloud, it's launching projectiles on swing, with combo weapons (Short Sword, Broadsword) it varies on what part of the combo it launches, though it's usually swing 1
Wonky  [author] 16 May @ 1:52am 
If something's missing in this mod, it's because SentientSupper didn't explain it in the first place
Assassin 15 May @ 5:22pm 
Yeah, seems all of the "Projectile launching" mods are missing from the melee list, as I found another, Cloud
Assassin 15 May @ 5:19pm 
Noticed some missing from Melee, such as Orb
Wonky  [author] 6 May @ 3:52pm 
Oh, I see! No need, this mod already makes it so new characters spawn with the codexes in their inventory. It works by patching "player.config" like so:
[
{
"op": "add",
"path": "/defaultItems",
"value": [
"suppergeneral-codex",
"supperguns-codex",
"suppermelee-codex",
"suppershields-codex",
"supperarmor-codex"
]
}
]
1100Ross 6 May @ 2:42pm 
Sorry I use translator. What I meant below was that I have had this issue for many years about the status of weapons and armor etc. Is it possible to create a patch in shiplocker.treasurepools and add the codex from the start of a new game?

[
{ "op":"add", "path": "/starterTreasure/0/1/fill/-", "value": {"item" : "suppergeneral-codex"} },
{ "op":"add", "path": "/starterTreasure/0/1/fill/-", "value": {"item" : "supperguns-codex"} },
{ "op":"add", "path": "/starterTreasure/0/1/fill/-", "value": {"item" : "suppermelee-codex"} },
{ "op":"add", "path": "/starterTreasure/0/1/fill/-", "value": {"item" : "suppershields-codex"} },
{ "op":"add", "path": "/starterTreasure/0/1/fill/-", "value": {"item" : "supperarmor-codex"} }
]
Wonky  [author] 6 May @ 1:44pm 
I'm not entirely sure what you mean there
1100Ross 6 May @ 9:31am 
Thank you for answering a question you had for years. If possible put a patch for shiplocker.treasure. That way everyone is informed when to start a new playthrough.