Starbound

Starbound

Weapons Addition
119 Comments
Radiance  [author] 4 Dec, 2019 @ 8:02am 
Yeah, this mod is pretty much dead; I just don't have the time to perform massive fixes anymore. I'm trying to do a partial reboot, bringing back significantly reworked versions of some of the stuff, but it will only bring back probably around 10% of the content.

In any case, I've decided that this mod isn't really worth fixing. This means that if anyone wants to perform a full reboot, I'm okay with that, but the mod description will need to contain something along the lines of this:

The entirety of this mod (or parts of it) were inspired by the old Weapons Addition mod by Spazdiesfirst360.0
3 Dec, 2019 @ 6:40pm 
Stay away from this mod if yove got tons of other mods, it was casing me an Access Violation crash on new world load.
Radiance  [author] 19 Jul, 2019 @ 8:00am 
You might be able to find it as a unique weapon; it's been so long since I looked at this mod's old assets that I can no longer give you a solid answer.
Wakefield 15 Jul, 2019 @ 3:42pm 
just a question how does I unlock the diamond gun ?
Radiance  [author] 11 Jul, 2019 @ 8:53pm 
Please do. I may have "stopped" working on this, but I will try to fix game-breaking bugs.
🐝 Wicker-G041 🐝 9 Jul, 2019 @ 10:09am 
So after some excessive testing with my mod collection, i figured out that this mod specifically is causing an ''access violation'' error. Just letting you know. I can send you the log if you wish, just let me know
Radiance  [author] 25 Jun, 2019 @ 8:36am 
Ehh, I've been tied up with school, so I haven't had much time on my hands to do anything. I might be able to squeeze it out now, but 1.4 might cause some problems.
Awbawlisk the Tormentor 14 Jun, 2019 @ 1:20pm 
I wonder why that update had never came to be...
Radiance  [author] 1 Dec, 2018 @ 9:55pm 
Hey, the next update is ready to release!

However, it will not be released just yet . As many things have changed, I will need to redo many of the screenshots. This should only take a few days though.

Hope the "reboot" of this mod satisfies the community!
Radiance  [author] 14 Nov, 2018 @ 8:11pm 
THIS IS VERY IMPORTANT!

Many, many things are changing with the next update. It is recommended that my users deconstruct/refund the following items, as they will eventually be decommissioned:

-Liquid Mixer
-Conversion Machine
-Particle Accelerator

It is also recommended that my users BACK UP THEIR STORAGE FOLDERS, because the new changes may cause problems.
Radiance  [author] 29 Oct, 2018 @ 2:07pm 
@Adobe Photoshop CS5 It is something I quickly drew up for the mod. It is not a real object. However, the guns on the rack are all actual weapons in the mod. Most of them are "beta" weapons and are being tested, and thus unobtainable. This is subject to change.

The thumbnail is outdated, though, and will be replaced following the next update.
meat_melon 28 Oct, 2018 @ 6:50pm 
random question, but whats the gun rack you use in the thumbnail?
Radiance  [author] 21 Sep, 2018 @ 7:42am 
I am thinking of possibly removing the radiation cannons in the next update (radiowave cannon, gamma ray cannon, etc.) Does anyone support this? Or should I resprite and keep them? Note that responses should be posted in the SUGGESTIONS thread.
STR1CKGT 24 Mar, 2018 @ 8:07pm 
232532602:113129140:46785311:11
[23:05:32.411] [Info] Protected dungeonIds for world set to (65524)
[23:05:32.411] [Info] Placing dungeon medic1
[23:05:33.079] [Info] Generating dungeon medic1
[23:05:33.080] [Info] Placing dungeon at (2402, 675)
[23:05:33.205] [Info] Protected dungeonIds for world set to (0, 65524)
[23:05:33.205] [Info] Placing dungeon neb_dungeon1
[23:05:33.206] [Info] Generating dungeon neb_dungeon1
[23:05:33.206] [Info] Placing dungeon at (103, 675)
[23:05:33.268] [Info] Placing dungeon nemesisencounter
[23:05:33.291] [Error] Fatal Error: Segfault Encountered!


that is the error I get that prevents me from making a new character because the starting world has that always happening.
Radiance  [author] 21 Mar, 2018 @ 8:01pm 
I'm working on nuclear decay as part of the "Nuclear Update".

This will affect any radioactive items added with this mod, but it will not affect any of FU's stuff. However, if enough of my mod users say otherwise, I will release a mini-patch that addresses that, if Sayter is okay with that.

If users disagree with this idea, I will not implement it. So if you feel that is a good or bad idea, feel free to say so, but this should be posted in the SUGGESTIONS thread.

Note that this is part of the PAA content and when such content is split from WA, it will be part of the to-be Science Addition.
Radiance  [author] 19 Mar, 2018 @ 7:24pm 
@Str1ckGT Can you please provide a log so I can fix it?

For future reference, bugs should be reported in the BUGS/ISSUES thread.
STR1CKGT 18 Mar, 2018 @ 3:46pm 
I mean it causes a fatal error when trying to load it.
Radiance  [author] 17 Mar, 2018 @ 8:48pm 
@Str1ckGT An ID list for what? The weapons? I could release the ids in a list, but it would be somewhat silly as that list would be edited in the next update. As for that paper, it shouldn't exist anymore. If it is, either I forgot to remove it or you are using an older version. As for the dungeons, I have noticed that the dungeons added with this mod rarely spawn, but either it is because the spawn values are too low or it is because dungeons added by other mods decrease the chance of coming across WA's dungeons. This becomes more pronounced the more mods you have.

I will see what I can do.
STR1CKGT 17 Mar, 2018 @ 5:13pm 
Also the dungeons do not spawn
STR1CKGT 17 Mar, 2018 @ 4:37pm 
Is there an actual ID list or just the giant paper that for some reason will never place.
Radiance  [author] 9 Mar, 2018 @ 9:14pm 
I am looking to break all the PAA content into a separate mod called Science Addition. It should help to slowly remove the FU requirement for the mod.
Sentient Cookie 5 Mar, 2018 @ 7:44am 
Your patch had two extra brackets [ ] that checked out perfectly fine in a JSON script checker, but was also the cause of the code failing.

I'm still really new to coding, so I really don't know why it failed, but when comparing your matteritem.item.patch file to the patch file FU uses, they did not have those two extra brackets.

In any case, I changed the file and tested it; for whatever reason, that was the cause of the issue and now works as it should.
Radiance  [author] 4 Mar, 2018 @ 6:23pm 
@Sentient Cookie I can fix that. I was wondering what was causing that issue...
Sentient Cookie 3 Mar, 2018 @ 9:17pm 
There's an issue with your matteritem.item.patch file. It turns all matteritems into perfectly generic items.

To fix this, replace the code with this:

[{
"op": "add",
"path": "/learnBlueprintsOnPickup/-",
"value": "paa_antimatter"
}]

I removed the extra unneeded brackets that were screwing up the item and it works as intended now. Please update your mod with this fix in your next update.

Thanks again! :D:
Sentient Cookie 17 Feb, 2018 @ 5:15pm 
Woo!! Thank you very much!! :D:
Radiance  [author] 17 Feb, 2018 @ 3:49pm 
@Sentient Cookie Yes, the Reward Bag throwable is fixed.
Sentient Cookie 16 Feb, 2018 @ 8:56pm 
I didn't get a chance yet to check if you fixed the reward bag throwable item crash. I was wondering if you got that with your last update.
Radiance  [author] 16 Feb, 2018 @ 8:24pm 
I'm removing the Ban Hammer in the next update. However, it will be released as a separate mod sometime soon.

Other things you could see might include:
-Missiles.
-Balancing of most weapons, as I have been calculating dps output wrong.
-Grenades.
-And more explosives to come...
Radiance  [author] 14 Feb, 2018 @ 7:03pm 
I'm getting ready to push the next patch/update. Should be released in a week or so.

Some things to expect...
-Reduced spawn rate for new ores.
-New unique weapons. These may have a cyan or a red colored name.
-Incorporation of a modified version of the Mass Smelter Mod.
Radiance  [author] 1 Jan, 2018 @ 8:07am 
@Santabalt Most are crafted, but some can only be found or dropped. However, some that can be crafted are (rarely) dropped by enemies or looted in containers.
CBLT IOTA 31 Dec, 2017 @ 2:54pm 
Are these weapons random or crafted?
Radiance  [author] 14 Dec, 2017 @ 6:46pm 
I have been working on a lot of melee weapons, but they are unlikely to be implemented anytime soon... because if I did, the mod would break, as explained here. [community.playstarbound.com]

But I did make a minigun... and for the first time, it was rather balanced.
STR1CKGT 14 Dec, 2017 @ 6:06pm 
Then again, a damage type cycling sword would be awesome. I vote for a damage cycling sword or other melee weapon, as there are other cycling guns but no melee weapons for it...
STR1CKGT 14 Dec, 2017 @ 6:04pm 
Hmm... seeing as how my playstarbound account is not working I guess I will have to reply here. I agree that a minigun would be a good idea, but what about more melee weapons? Maybe make a series of solaris weapons (solaris shotgun, sniper, assault rifle, etc, each using the kunai blast special as the main fire)
Radiance  [author] 8 Dec, 2017 @ 4:46pm 
Users, I am looking for unique weapons submissions! A list of acceptable and unacceptable content is provided.
Link: https://community.playstarbound.com/threads/looking-for-unique-weapon-submissions.139457/
Radiance  [author] 2 Dec, 2017 @ 6:16pm 
@Str1ckGT Thank you.
STR1CKGT 2 Dec, 2017 @ 5:14pm 
Aight then I will go ahead and add all the weapons I have, and all the objects that I am sure are from the mode.
Radiance  [author] 1 Dec, 2017 @ 7:32pm 
The wiki will no longer be updated. This means that the old wiki will not contain any recent information.

However, I have booted up a new wiki for users that will be player maintained . That way, if users resent me for sentencing the old wiki to oblivion, they have an alternate.

Link is here: http://weapons-addition.wikia.com/wiki/Weapons_Addition_Wiki
STR1CKGT 1 Dec, 2017 @ 3:31am 
Aight i will keep exploring. I an notorious for bad luck so maybe its that

Radiance  [author] 30 Nov, 2017 @ 7:16pm 
I'm thinking that FU is tampering with the dungeon generation system to the point where my dungeons are not showing up. However, this is impossible to test as of now because this mod requires FU. Maybe a reason I should push for non-FU support, but who knows.
Radiance  [author] 30 Nov, 2017 @ 1:54pm 
@str1ckGT I can work on a complete list of all the dungeons added with this mod, but it will take some time.
STR1CKGT 30 Nov, 2017 @ 3:36am 
Also what are the dungeons? I have explored almost every planet in a constillation (or however you spell it) and nothing so far.
STR1CKGT 30 Nov, 2017 @ 3:31am 
thanks!
Radiance  [author] 29 Nov, 2017 @ 7:01pm 
@Str1ckGT Oh, oops. Send me the log in Bugs/Issues.

ItemId is paa_extrememiner (for Quantum Laser)
STR1CKGT 29 Nov, 2017 @ 6:22pm 
I have the recipe for the quantum laser but nowhere to craft it at. I was wondering about the dungeons for the missions, but the crafting stations are my main concern. I have tried using /admin to find the station but to no avail.
Radiance  [author] 29 Nov, 2017 @ 5:57pm 
@Str1ckGT Recipes have no ids. Crafting STations have ids; are you having issues crafting the stations?

Dungeon ids... there is a long list of them; you can unpack the assets, which contains the dungeons. I have been trying to incorporate them all, but it gets hard sometimes.
STR1CKGT 29 Nov, 2017 @ 5:44pm 
Heck, do we even know the dungeon IDs?
STR1CKGT 29 Nov, 2017 @ 4:27pm 
Any IDs on either the recipies or the crafting stations?
Radiance  [author] 20 Nov, 2017 @ 7:52pm 
Looking for some boss ideas here: https://community.playstarbound.com/threads/discussion-help-a-i-boss-ideas.139069/

It is a discussion/Help thread, so you can offer help or ideas.
Master Rhokai 18 Nov, 2017 @ 6:01am 
I personally don't use the wiki. So just for the sole purpose of not making that question seem ignored. I don't object.