Starbound

Starbound

Craftable Tech Cards & The Manipulator & Upgrade Moduals Cards
28 Comments
Avno(AH-vvv-no 27 Mar, 2022 @ 2:19pm 
hopefully..
Xander 5 Apr, 2017 @ 7:03pm 
hope this is compatile with old characters!
The Daily Herp 5 Sep, 2016 @ 2:15pm 
Ok.
Kreek  [author] 5 Sep, 2016 @ 9:07am 
@The_Daily_Herp
the problem with that idea is that in order to USE vehicle chips, you have to be near petes shop anyway

unless you have a mod that changes things, its litterally their only use

i mean i could add them, yes, but theres no point

especially since i dont play the game much at the moment
The Daily Herp 5 Sep, 2016 @ 7:43am 
Whoops, I did mean vehicle chips, as I don't feel like going to pete's shop, and I don't like the portable outpost mod...
Kreek  [author] 4 Sep, 2016 @ 9:46pm 
tech chips?

if you mean tech cards, they are already in there
if you mean the old old beta item that you used to use to MAKE tech cards, whats the point when you already got a tech card recipie
if you mean a vehicle chip, those are already readily obtainable from pete's vehicle shop
The Daily Herp 4 Sep, 2016 @ 4:27pm 
Maybe you could add craftable tech chips?
Klown Killer 6 Aug, 2016 @ 7:33am 
Stick of ram is even worse to loot than to find the manipulator itself...
demon_ 3 Aug, 2016 @ 6:14am 
@Kreek I was talking about a couple of comments ago when gibimo said "There's a bug that when you teleport in to a place which has a teleporter, you teleport back to where you were. I don't know why but it fixed as soon as I unsubscribe this mod." but now I looked carefully and I realized someone already said something. >_<
Kreek  [author] 2 Aug, 2016 @ 8:19pm 
@Demon did you delete a comment? because i dont see how that is relevant to my mod... O.o which is actually so simple in nature it litterally couldnt break anything at all, unless chucklefish did something really out there... like remove the wiring bench entirely
demon_ 2 Aug, 2016 @ 7:13pm 
As it turned out, update 1.0.3 of Starbound actually broke some sort of system because people would teleport to the ground. They fixed it now, thank goodness.
HighLimits 30 Jul, 2016 @ 4:06pm 
Thank you so much
Observer 30 Jul, 2016 @ 1:16pm 
You're right.
Kreek  [author] 30 Jul, 2016 @ 10:15am 
that is... weird... i know my mod couldnt have done that, it doesnt even touch teleporters
gibimo 30 Jul, 2016 @ 7:17am 
@Colonel Porksworth good to know thx! I was trying to find which mod was a problem. now I gotta re-subscribe this mod.
Nefilol Seflll 30 Jul, 2016 @ 7:03am 
Also, trying a second time after you're forced to beam back generally lets you beam to that which you were trying to beam to.
Nefilol Seflll 30 Jul, 2016 @ 7:02am 
@gibimo: Almost everyone is having that bug in general.
I think it's a problem with the game currently, not this mod. I know because it keeps happening to me and i don't have, this mod.
gibimo 30 Jul, 2016 @ 6:54am 
There's a bug that when you teleport in to a place which has a teleporter, you teleport back to where you were. I don't know why but it fixed as soon as I unsubscribe this mod.
Kreek  [author] 29 Jul, 2016 @ 8:41pm 
ill add a new picture later, when i get around to making a new screenie
Kreek  [author] 29 Jul, 2016 @ 8:40pm 
updating now,
new recipies are as follows
Manipulator Module:
5 Diamonds
1 Static Cell
5 Wires
1 Stick of RAM
2 Silicon Boards

Tech Card:
5 Diamonds
5 Wires
2 Sticks of RAM
1 Silicon Board

Upgrade Modual:
10 Diamonds
10 Durasteel Bars
1 Battery
2 Sticks of RAM
2 Silicon Boards

hopefully these will be more balanced
SirUmnei 29 Jul, 2016 @ 5:59pm 
Waiting for the changes. Once they're done, I'll sub :)
Kreek  [author] 29 Jul, 2016 @ 2:15pm 
ill take these under advisement
ill probally make the upgrades require 10 diamonds and the manipulators require 5, since you really really need a ton of them
SirUmnei 29 Jul, 2016 @ 12:01pm 
@Azure Fang, but you don't need as many Upgrade Modules as you do with Manipulator ones. Hence why they are more expensive.
Azure Fang 29 Jul, 2016 @ 11:59am 
I agree with SirUmnei, though I think the diamond costs of Manipulator and Ubgrade should be swapped, as the upgrade modules are supposed to be harder to find than the manipulator modules.
SirUmnei 29 Jul, 2016 @ 11:48am 
I agree on them being more expensive. Here's what I think is balanced:

Tech Card: 2 Sticks of Ram, 1 Silicon Board, 5 Diamonds, 5 Copper Wire.
Manipulator Module: 2 Silicon Boards, 5 Copper Wire, 1 Stick of Ram, 10 Diamonds.
Upgrade Module: 15 Durasteel Bars, 5 Diamonds, 2 Silicon Boards, 2 Sticks of Ram.

Something along those lines.
*Yuki* 29 Jul, 2016 @ 11:25am 
Upgrade module needs higher price, imo
Kreek  [author] 29 Jul, 2016 @ 11:20am 
each one costs a diamond, and then 1 or 2 of ram, silicon boards wire, and/or a static cell
i may edit the recipies later, not sure on the balance
SirUmnei 29 Jul, 2016 @ 11:10am 
What are the costs for all of them?