Starbound

Starbound

Project 45 (BETA)
Aikiro42  [developer] 9 Feb, 2024 @ 10:52pm
Feature Requests
Requests features (new weapons, gun mods, etc.) here!

Please give me time to deliberate on and implement your requested features; if I cannot/decide not to implement them, I'll do my best to provide a valid reason.
Last edited by Aikiro42; 13 Feb, 2024 @ 4:27am
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Showing 1-15 of 88 comments
At-Las OS 11 Feb, 2024 @ 6:36am 
a drum fed shotgun would be pretty neat
malignant retard 11 Feb, 2024 @ 8:33pm 
Would it be possible to turn off laser sights and whatnot while reloading? The handcannons are especially distracting with the beam spinning.
Tenet 12 Feb, 2024 @ 10:08am 
add all guns in treasure pools with random stats and random istaled features
Wima 12 Feb, 2024 @ 10:41am 
Ammo mod for shotguns that would Increase damage by 2x and recoil by 3x would be funny.:GDNormal:
Aikiro42  [developer] 13 Feb, 2024 @ 4:25am 
Originally posted by goblin with a fat ass:
Would it be possible to turn off laser sights and whatnot while reloading? The handcannons are especially distracting with the beam spinning.

Implemented; if you have the quickbar UI mod you could toggle this setting. Otherwise it should, by default, disable the flashlights and lasers when the gun has no mag or when the gun is reloading.

Please report to me via the bug reports discussion forum if you don't have the quickbar UI mod and the lights and/or lasers are still on when there is no mag or the gun is reloading (while having the military flashlight equipped)
Aikiro42  [developer] 13 Feb, 2024 @ 10:25am 
Originally posted by At-Las OS:
a drum fed shotgun would be pretty neat

Implemented. You can now obtain an Automatic Shotgun, which is an expy of the Pancor Jackhammer, either from enemies as a rare drop or via the gun shop for 5,000 pixels.

The gun has 15 rounds and has a 22.5% crit chance with 2x crit damage multiplier, with considerable recoil. You can install a suppressor on it, too; dyk that when the Jackhammer fires, its cylinder mag presses against the breech much like the Nagant M1895 revolver?
Last edited by Aikiro42; 13 Feb, 2024 @ 10:27am
Tenet 13 Feb, 2024 @ 12:02pm 
Originally posted by Aikiro42:
Originally posted by At-Las OS:
a drum fed shotgun would be pretty neat

Implemented. You can now obtain an Automatic Shotgun, which is an expy of the Pancor Jackhammer, either from enemies as a rare drop or via the gun shop for 5,000 pixels.

The gun has 15 rounds and has a 22.5% crit chance with 2x crit damage multiplier, with considerable recoil. You can install a suppressor on it, too; dyk that when the Jackhammer fires, its cylinder mag presses against the breech much like the Nagant M1895 revolver?
what about looting? gun shop is good but i like when game decide which gun i can use, like borderlands. and also want ammo as resource ^_^. guns are pretty good. and feels much better than any other gun mod
Aikiro42  [developer] 14 Feb, 2024 @ 5:43am 
Originally posted by container7799:
Originally posted by Aikiro42:

Implemented. You can now obtain an Automatic Shotgun, which is an expy of the Pancor Jackhammer, either from enemies as a rare drop or via the gun shop for 5,000 pixels.

The gun has 15 rounds and has a 22.5% crit chance with 2x crit damage multiplier, with considerable recoil. You can install a suppressor on it, too; dyk that when the Jackhammer fires, its cylinder mag presses against the breech much like the Nagant M1895 revolver?
what about looting? gun shop is good but i like when game decide which gun i can use, like borderlands. and also want ammo as resource ^_^. guns are pretty good. and feels much better than any other gun mod

Currently in the process of being implemented; game balance is a huge factor to consider with your request, so this might take quite a bit of time.
Aikiro42  [developer] 14 Feb, 2024 @ 5:44am 
Originally posted by Hisdearmother:
Ammo mod for shotguns that would Increase damage by 2x and recoil by 3x would be funny.:GDNormal:

Currently planning the implementation - this involves reworking the augment application scripts to work off each other, so this might take some time and possibly a significant change in the mod, particularly on how the augments json files are written.
malignant retard 14 Feb, 2024 @ 12:47pm 
Originally posted by Aikiro42:
Originally posted by goblin with a fat ass:
Would it be possible to turn off laser sights and whatnot while reloading? The handcannons are especially distracting with the beam spinning.

Implemented; if you have the quickbar UI mod you could toggle this setting. Otherwise it should, by default, disable the flashlights and lasers when the gun has no mag or when the gun is reloading.

Please report to me via the bug reports discussion forum if you don't have the quickbar UI mod and the lights and/or lasers are still on when there is no mag or the gun is reloading (while having the military flashlight equipped)
Thank you! I do have the quickbar mod but this is hugely appreciated.
Aikiro42  [developer] 14 Feb, 2024 @ 11:41pm 
Originally posted by container7799:
Originally posted by Aikiro42:

Implemented. You can now obtain an Automatic Shotgun, which is an expy of the Pancor Jackhammer, either from enemies as a rare drop or via the gun shop for 5,000 pixels.

The gun has 15 rounds and has a 22.5% crit chance with 2x crit damage multiplier, with considerable recoil. You can install a suppressor on it, too; dyk that when the Jackhammer fires, its cylinder mag presses against the breech much like the Nagant M1895 revolver?
what about looting? gun shop is good but i like when game decide which gun i can use, like borderlands. and also want ammo as resource ^_^. guns are pretty good. and feels much better than any other gun mod

Partially Implemented; guns now spawn with their base damage, critical chance and critical damage improved to a random magnitude. Guns bought directly from the gun shop can only get up to a 50% bonus on these stats. Guns obtained via the Gun Bag or via enemy drops can get up to 100% bonus.

The bonus granted is based off (undocumented) maximum multipliers specified in the general config file; the base damage can get a maximum improvement of +60%, base critical chance +100%, and base critical damage can get at most +30%.

If a gun has, say, a 60% bonus, then (1 + 0.6 * 0.6) is granted to their base damage, (1 + 0.6 * 1) is granted to their critical chance, and (1 + 0.6 * 0.3) is granted to their critical damage. This way, a gun that has a higher bonus is a direct upgrade to that which has a lower bonus.

Wildcard stat mods now also drop from enemies. Guns still drop from enemies (already implemented in a prior update).

Spawning guns with random attachments may complicate the buildscript; until I can find a way to do it properly and efficiently, I cannot just implement guns spawning with random attachments.
Aikiro42  [developer] 15 Feb, 2024 @ 7:54am 
To be implemented: Deserialized Parts - removes the "bought" tag on the gun and unlocking its full potential, 50k pixels
Tenet 15 Feb, 2024 @ 8:39am 
Originally posted by Aikiro42:
Originally posted by container7799:
what about looting? gun shop is good but i like when game decide which gun i can use, like borderlands. and also want ammo as resource ^_^. guns are pretty good. and feels much better than any other gun mod

Partially Implemented; guns now spawn with their base damage, critical chance and critical damage improved to a random magnitude. Guns bought directly from the gun shop can only get up to a 50% bonus on these stats. Guns obtained via the Gun Bag or via enemy drops can get up to 100% bonus.

The bonus granted is based off (undocumented) maximum multipliers specified in the general config file; the base damage can get a maximum improvement of +60%, base critical chance +100%, and base critical damage can get at most +30%.

If a gun has, say, a 60% bonus, then (1 + 0.6 * 0.6) is granted to their base damage, (1 + 0.6 * 1) is granted to their critical chance, and (1 + 0.6 * 0.3) is granted to their critical damage. This way, a gun that has a higher bonus is a direct upgrade to that which has a lower bonus.

Wildcard stat mods now also drop from enemies. Guns still drop from enemies (already implemented in a prior update).

Spawning guns with random attachments may complicate the buildscript; until I can find a way to do it properly and efficiently, I cannot just implement guns spawning with random attachments.
global bonus is cool but detached bonuses is better i think. for example. random pistol that i find receive: +10 % damg, 17% firerate, +1%crit chance and -9% crit dmg +34% energy cost. may be also add bonuses for magazine size and another parameters. for attachments may be also some random is good. its will be rpg gun where u improve gun by finding better and better attachments.
thebigdaddyking4536 16 Feb, 2024 @ 10:28am 
Originally posted by container7799:
Originally posted by Aikiro42:

Partially Implemented; guns now spawn with their base damage, critical chance and critical damage improved to a random magnitude. Guns bought directly from the gun shop can only get up to a 50% bonus on these stats. Guns obtained via the Gun Bag or via enemy drops can get up to 100% bonus.

The bonus granted is based off (undocumented) maximum multipliers specified in the general config file; the base damage can get a maximum improvement of +60%, base critical chance +100%, and base critical damage can get at most +30%.

If a gun has, say, a 60% bonus, then (1 + 0.6 * 0.6) is granted to their base damage, (1 + 0.6 * 1) is granted to their critical chance, and (1 + 0.6 * 0.3) is granted to their critical damage. This way, a gun that has a higher bonus is a direct upgrade to that which has a lower bonus.

Wildcard stat mods now also drop from enemies. Guns still drop from enemies (already implemented in a prior update).

Spawning guns with random attachments may complicate the buildscript; until I can find a way to do it properly and efficiently, I cannot just implement guns spawning with random attachments.
global bonus is cool but detached bonuses is better i think. for example. random pistol that i find receive: +10 % damg, 17% firerate, +1%crit chance and -9% crit dmg +34% energy cost. may be also add bonuses for magazine size and another parameters. for attachments may be also some random is good. its will be rpg gun where u improve gun by finding better and better attachments.

for the love of god please no that is way too much change for what ultimately would end up as "grind endlessly for a gun that doesn't suck" the game
thebigdaddyking4536 16 Feb, 2024 @ 10:33am 
i'd think a pump action grenade launcher (like the China Lake or KS-23(which is also a shotgun)) would fit nicely in the mod maybe even with Flechette shells (as the China Lake had Flechette ammo available) and would it be possible to make a speedloader for the Revolver/Double barreled shotguns with the Alofs magazine mod?
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