Starbound

Starbound

[FFS]Feast of Fire and Smoke
 This topic has been pinned, so it's probably important
Dr.Lumina  [developer] 29 Aug, 2021 @ 8:42pm
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Everyone
Hi guys.
Thanks for playing FFS.

And sorry for that I didn't checked the comments after finish the v2.
I'm still working on v3, and it's ETA will be announced in FFS description some day.

As you know, FFS V2 has many bugs and issues.
Because, me and testers are tested on vanilla only or with few race mods.
So i think compatible problem will be fixed moderately at V3.
(V3 will expands compatibility, but i don't know how much it works. :( )

If you have any question, please ask me.

UrewaKalbaramCS@gmail.com

Best regards,






V3 Feature

- Whole episodes are 10, but each episode is shorter than before.
- Reduced the size of the map to increase the game's operability.
- Added check points to every few stages, so you can quit the game during playing.
- I inserted the intermediate story by episode to create a smooth flow of story.
- Added few hot key to almost every weapons.
- The level of difficulty has become easier, but it will still be difficult in deep sector of each stages.
- Removed whole dummy files and fixed spaghetti codes. ( but, still exist. sad.)
- Compatiblity is increased.
( I deleted the code that directly affects the game base. ex) description window )
- etc..
Last edited by Dr.Lumina; 31 Dec, 2021 @ 3:49am
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Showing 1-15 of 46 comments
Malikyte 5 Sep, 2021 @ 6:07am 
Is there a way to disable or at least reduce the aiming time mechanic? Between the aiming time and reloading time, some weapons (e.g. rocket launchers or machineguns) become basically worthless. Their utility suffers compared to many other weapons, including vanilla ones or weapons from other mods.

On that note, why for the love of the gods do machineguns and rocket launchers get unloaded the second you switch to something else? It's stupid, it makes no sense, and it only further makes MGs and RLs unviable. I can understand certain RLs having to be "reloaded" (like the M72 and AT4 needing to be prepped before use, because that's how the real ones work too) but once I load up my weapons they should stay loaded until they're used, just like every other class of weapon already does.
Dr.Lumina  [developer] 5 Sep, 2021 @ 8:18am 
Originally posted by Malikyte:
Is there a way to disable or at least reduce the aiming time mechanic? Between the aiming time and reloading time, some weapons (e.g. rocket launchers or machineguns) become basically worthless. Their utility suffers compared to many other weapons, including vanilla ones or weapons from other mods.

On that note, why for the love of the gods do machineguns and rocket launchers get unloaded the second you switch to something else? It's stupid, it makes no sense, and it only further makes MGs and RLs unviable. I can understand certain RLs having to be "reloaded" (like the M72 and AT4 needing to be prepped before use, because that's how the real ones work too) but once I load up my weapons they should stay loaded until they're used, just like every other class of weapon already does.


Yes. Hipfire is added in V3.0. (v3.0 is still N/A)
It'll cost almost no delay. (0.05sec maybe.)

MG and RL has too long reload, so i made it for preventing swaping weapons like counterstrike.

So, i'll find another way to solve this.

Thank you for feedback. :)
Luna Ariadust 21 Nov, 2021 @ 12:01am 
Can you Fix the Bug with how you cant Reload when you fully use up the mag?
Dr.Lumina  [developer] 22 Nov, 2021 @ 12:48am 
Originally posted by Luna Ariadust:
Can you Fix the Bug with how you cant Reload when you fully use up the mag?

if you earn energy regeneration buff while using ffs gun, it'll be malfunction.

if not, maybe it can be compatible issue.
Please check other mod
Tenet 27 Nov, 2021 @ 12:29pm 
can you add ammo system? diferent ammo has different parameters and you need craft or buy it, or if its hard can you make weapons energy consuming like in half life alyx weapons mod(energy drains when reload and stops energy restore when shots )?
Dr.Lumina  [developer] 4 Dec, 2021 @ 12:55am 
Originally posted by container7799:
can you add ammo system? diferent ammo has different parameters and you need craft or buy it, or if its hard can you make weapons energy consuming like in half life alyx weapons mod(energy drains when reload and stops energy restore when shots )?

Yes, ammo system will be added at next update. please wait for it :D
Tenet 6 Dec, 2021 @ 6:47am 
Originally posted by Noonkisa:
Originally posted by container7799:
can you add ammo system? diferent ammo has different parameters and you need craft or buy it, or if its hard can you make weapons energy consuming like in half life alyx weapons mod(energy drains when reload and stops energy restore when shots )?

Yes, ammo system will be added at next update. please wait for it :D
how much time do you need for the next update?
Pawism 6 Dec, 2021 @ 12:41pm 
Just wanted to chime in and say wooooo, This still is my favorite mod to this day, still using my IWS 2000. :jawagrin:
Dr.Lumina  [developer] 17 Dec, 2021 @ 9:41pm 
Originally posted by container7799:
Originally posted by Noonkisa:

Yes, ammo system will be added at next update. please wait for it :D
how much time do you need for the next update?

Maybe next summer?
Idk exactly when is ETA.
Dr.Lumina  [developer] 17 Dec, 2021 @ 9:42pm 
Originally posted by Paws:
Just wanted to chime in and say wooooo, This still is my favorite mod to this day, still using my IWS 2000. :jawagrin:
:mohappy:
Stigma 30 Dec, 2021 @ 9:52pm 
Is it possible to get the top that Nadya uses?
Dr.Lumina  [developer] 31 Dec, 2021 @ 3:52am 
Originally posted by Stigma:
Is it possible to get the top that Nadya uses?
It's Training wear top.
Item code is ffs_trainingwear_top

If you want to same color, you have to use dye mod.
Originally posted by Noonkisa:
Originally posted by Malikyte:
Is there a way to disable or at least reduce the aiming time mechanic? Between the aiming time and reloading time, some weapons (e.g. rocket launchers or machineguns) become basically worthless. Their utility suffers compared to many other weapons, including vanilla ones or weapons from other mods.

On that note, why for the love of the gods do machineguns and rocket launchers get unloaded the second you switch to something else? It's stupid, it makes no sense, and it only further makes MGs and RLs unviable. I can understand certain RLs having to be "reloaded" (like the M72 and AT4 needing to be prepped before use, because that's how the real ones work too) but once I load up my weapons they should stay loaded until they're used, just like every other class of weapon already does.


Yes. Hipfire is added in V3.0. (v3.0 is still N/A)
It'll cost almost no delay. (0.05sec maybe.)

MG and RL has too long reload, so i made it for preventing swaping weapons like counterstrike.

So, i'll find another way to solve this.

Thank you for feedback. :)

What exactly is hipfire? As in no need to wait for the aiming anim for all weapons or just the machine guns and Rocket Launchers?
Dr.Lumina  [developer] 3 Jan, 2022 @ 5:47am 
Originally posted by Mark the Chinese Lawyer:
Originally posted by Noonkisa:


Yes. Hipfire is added in V3.0. (v3.0 is still N/A)
It'll cost almost no delay. (0.05sec maybe.)

MG and RL has too long reload, so i made it for preventing swaping weapons like counterstrike.

So, i'll find another way to solve this.

Thank you for feedback. :)

What exactly is hipfire? As in no need to wait for the aiming anim for all weapons or just the machine guns and Rocket Launchers?


Sorry for my bad english.

Hipfire has almost no delay to fire + low accuracy.
Aimfire has normal delay to fire + high accuracy + critical hit rate.

AR,SMG,HG,DMR,MG,SR has Hip fire, except AT.
Watcher 11 Feb, 2022 @ 3:43pm 
Originally posted by Noonkisa:
Originally posted by Stigma:
Is it possible to get the top that Nadya uses?
It's Training wear top.
Item code is ffs_trainingwear_top

If you want to same color, you have to use dye mod.
Do you have a link to the mod?
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