Starbound

Starbound

Alpha Ammo
18 Comments
Alpha Drako  [author] 7 Jul @ 5:28pm 
Hello Myta! The ammo mechanics are only available for vanilla guns for now, I'm still thinking about adding compatibility for other mods, but in general it's a very simple patch to do, and if it's something that modders are interested in I can even add a step-by-step guide to explain how to do it.

Anyway, I don't think it's going to break anything using Frackin together with Alpha Ammo, although I don't think it's that recommended, since I imagine some of their weapons already have some kind of ammo system, or something like that. Thanks a lot for the comment by the way =)
Alpha Drako  [author] 7 Jul @ 5:26pm 
hey Zzienuet, it's probably FU compatible, but it will only affect vanilla guns. All generic vanilla guns, like pistols and grenade launchers are affected, also some unique weapons too, but the mod doesn't yet cover weapons added by other mods. That said, it's probably compatible, but it's worth testing =)
Myta 7 Jul @ 10:20am 
Does the ammo mechanic work for Non-vanilla weapons such as weapons added by let's say Frackin' Universe or Copyright Infringement Mod?
Zzlenuet 7 Jul @ 9:59am 
Is it FU compatibility?
Alpha Drako  [author] 27 Jun @ 3:53pm 
Of course! I know how Avali actually is a very traditional and vanilla-like race, so it was always one of my main priorities when it comes to compatibility. I'll definitely take a look at that soon =)
lechkingofdead 27 Jun @ 1:33pm 
they do just basicly have basic gun stuff aside from crafting. among other things, you proably can add em to a few of ya mods. sense they rather basic as a mod being mostly a faction few adds nothing heavly altering. (could even do the gene mod maybe)
Alpha Drako  [author] 27 Jun @ 1:06pm 
Hey Lechkingofdead! For now it only affects the vanilla guns. The main reason why I don't want to do it with modded weapons is because somehow it makes me feel like I'm changing the original idea of a modder who wants the weapon to work in someway haha. That said, I'm planning to do compatibility with avali for Alpha Ship, and I'll take a look how their weapons work and the possibility of compatibility with Alpha Ammo too! Thanks a lot for the comment =)
lechkingofdead 27 Jun @ 11:52am 
i have a heavy use of avali manufactored guns (just the base mods stuff) and would this effect in anyway or just the randomguns i find as im hoping i can use it with em because i rather have energy be used for melee and other things. (ngl this inadvetently was a quite grife i had with starbound for ages.)
Alpha Drako  [author] 24 Jun @ 3:54pm 
Of course, I'll be glad in help with that!! It might be useful to explain how the mod works as well:

Basically what I did was create patches for all the vanilla generic weapons, like assault rifles, pistols, machine pistols, and others like that. These patches add some parameters that a script uses to manage ammunition, recycling the durability system that we find in pickaxes, for example.

This script I mentioned is an altered version of gunfire, which is the script that manages the most basic functions of the guns, but since I don't alter the original gunfire.lua, but just create a patch for the weapons instead of using it, using the edited version, it shouldn't cause any conflict with other mods.

I also do the same way for some unique weapons, making "instead use that script, it should use that other one". That way only the generic and the unique guns I changed should be affected, and none of the other modders weapons that are based on gunfire.lua will feel any different =)
Star_Fighter 24 Jun @ 2:14pm 
Oh! Thats a bit unexpected. I'll see if i can find anything else in my pack that alters guns in a way. I'll report new infos into your thread once i find something :)
Alpha Drako  [author] 24 Jun @ 10:04am 
Oh, that's very weird Star! I tested with BetaBound and everything is just working nicely o.o. I'm literally at the ship, with a generic Novakid testing guns, and every single one are working just fine =)
Alpha Drako  [author] 24 Jun @ 9:52am 
Oh, dang, pretty sad for it Star. I'll take a look indeed. I was pretty worried about BetaBound indeed. I kinda have some ideas of what's happening, and I'm pretty sure it's about the secondary habilities, maybe. I'll open the topic for get logs, but I'm pretty sure it will be better if I download BetaBound and try myself to make it compatible. Sorry again about the bugs =,)
Star_Fighter 24 Jun @ 7:07am 
Very much like the idea of Ammo and the implementations though, so i hope you can look into these :)
Star_Fighter 24 Jun @ 7:05am 
other modded guns are not affected by the bug.
Star_Fighter 24 Jun @ 7:04am 
A lot, if not all guns affected break with other mods. The first one that comes to my mind is BetaBound, because it changes some gun behaviours as well.
Both guns that do and dont need ammo in your mod just freeze in place and dont shoot anything
Star_Fighter 24 Jun @ 6:51am 
time for some more compat testing xd
Alpha Drako  [author] 22 Jun @ 3:03pm 
💚💚💚💚💚💚
Hibrido 22 Jun @ 2:57pm 
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