Starbound

Starbound

Faster Staffs
22 Comments
Naga~ 4 Feb, 2021 @ 3:21pm 
Any chance you might make it compatible to other staff adding mods?
Phil  [author] 23 Jul, 2019 @ 11:37am 
Ah sorry I didn't think about that.

Here's a tutorial [community.playstarbound.com] for using the asset_unpacker.exe.

-> Run CMD
"location of asset_unpacker.exe" "folder to unpack" "destination"

It could be something like this
"C:\...\Steam\SteamApps\common\Starbound\win32\asset_unpacker.exe"
"C:\...\Steam\steamapps\workshop\content\211820\mod\mod.pak"
"C:\...\Steam\steamapps\common\Starbound\mods\mymod"

If you plan on unpacking stuff on a regular basis create a .bat file and change the parameters in it

Fractal_Phoenix 23 Jul, 2019 @ 10:33am 
sorry to bug on it but how does one deal with the files being in .pak format I seem to be having difficulty with that part and unpacking a .pak (subbing to workshop has me navigate everything through the workshop folder instead of mod folder)
Phil  [author] 22 Jul, 2019 @ 12:38pm 
You can add it yourself :)

Open your Starbound mod directory and trace back where RPG growth has added its staffs:
for example items\active\weapons\staff\novastaff

Recreate that structure in a diffrerent folder (or in my mod directory)
Copy the file items\active\weapons\staff\teslastaff\teslastaff.activeitem.patch from my mod in the folder you have created and rename it accordingly.

In our example the result should look like this:
items\active\weapons\staff\novastaff\novastaff.activeitem.patch


Repeat for each staff you want to include..
Fractal_Phoenix 20 Jul, 2019 @ 12:28pm 
Is there a way to add certain staffs into what gets affected by this by chance? in particular I've been using RPG growth and would like it on the nova staff too
Darkest King 11 Nov, 2017 @ 5:07pm 
Do you think you could try out Frackin' Universe and update this mod to also work with the new FU spells? I'd like to see faster cast time on Blasts and Storms. :D
。○͘ 25 Jun, 2017 @ 8:03am 
The energy cost should be reduced too to compensate for higher fire-rate though I have no clue how that would work. I have seen mods that increase one's max energy when they equip certain weapon types though o-O
白樱满修殿 16 Jun, 2017 @ 11:55am 
Thankyou:steamhappy:
Phil  [author] 15 Jun, 2017 @ 2:25pm 
It might be late, but Kluex should be implemented now :)
白樱满修殿 16 Jan, 2017 @ 4:18pm 
But it's still have problem with the special skill of Kluex Staff but I don't care about it.Because I don't use that XD :steammocking:
白樱满修殿 16 Jan, 2017 @ 4:01pm 
I find out the problem.Another mod 'Perfect Wands'
白樱满修殿 16 Jan, 2017 @ 3:10pm 
Help! Q_Q
This may have problems with some mods.
My staffs can't work with this mod after installing some mods,my character just keep holding the staff but can't do anything.
I uninstalled this mod and many other mods but still can't use staffs.
Kavric 6 Aug, 2016 @ 7:06pm 
Staves*
Phil  [author] 5 Aug, 2016 @ 2:13pm 
Sorry and ty :)
gold ship 5 Aug, 2016 @ 2:03pm 
Phil messed up the linking for the unnerfed version so here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=738297155
Astropulse 5 Aug, 2016 @ 2:00pm 
Thanks :steamhappy:
Phil  [author] 5 Aug, 2016 @ 1:51pm 
HyperFrieza 5 Aug, 2016 @ 1:28pm 
I can't find your mod amongst the workshop folder mess...
Astropulse 5 Aug, 2016 @ 9:31am 
"You can modify it yourself.
Just open rarestaff.activeitem.patch at my mod location with any editor and change 0.8 in the line
{
"op":"add",
"path" :"/baseDamageFactor",
"value": 0.8
}
to 1" - yeah, that should work, but my starbound wont accept it after being modified
Volt Rabbit 5 Aug, 2016 @ 9:25am 
would also like a version with out the damage nerf.
Phil  [author] 5 Aug, 2016 @ 8:56am 
You can modify it yourself.
Just open rarestaff.activeitem.patch at my mod location with any editor and change 0.8 in the line
{
"op":"add",
"path" :"/baseDamageFactor",
"value": 0.8
}
to 1
HyperFrieza 5 Aug, 2016 @ 6:37am 
Can we get a version without the damage output nerf?