Starbound

Starbound

Project 45 (BETA)
Aikiro42  [developer] 13 Feb, 2024 @ 1:54am
Questions & Answers
Ask questions about the mod here!
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Showing 1-15 of 27 comments
Ryu Ketsueki 15 Feb, 2024 @ 11:41am 
Does this mod require the vanilla inventory menu to install upgrades? I am using one here that adds different categories to better organize my inventory. Thw downside is that the weapons and upgrades are not on the same tab, so I was trying to install the upgrades using a storage object, like a chest, since I can keep the item on a chest and right click the upgrade while it is on the chest. Doesnt seem to work on my case
Aikiro42  [developer] 15 Feb, 2024 @ 5:12pm 
Are you referring to bk3k's inventory mod? This issue should've been fixed a while ago... Please tell me which inventory mod you are using so I may put out a compatibility fix for that mod.
Ryu Ketsueki 16 Feb, 2024 @ 5:58am 
It's actually TFox Inventory. I wasn't aware bk3k's inventory mod had fixed it. I can patch TFox Inventory myself if I know what was the fix implemented and put up a patch on my workshop for that mod.
Ryu Ketsueki 16 Feb, 2024 @ 6:05am 
I use TFox instead of bk3k's because it's not too huge of an inventory and I still get more categories. Plus it doesn't seem to have issues with existing player characters as it does not add new slots. In fact it seems to take a few away
Ryu Ketsueki 16 Feb, 2024 @ 6:24am 
Turns out the implementation TFox made is much simpler but also more clever. Instead of making a longwinded list of categories for each mod, it uses tags. I believe a compatibility fix can be made between TFox Inventory and Project 45 if I include item tags for the gun mods. But looking over your code, they don't seem to be using tags at all, only the eppAugment category.
Last edited by Ryu Ketsueki; 16 Feb, 2024 @ 6:25am
Aikiro42  [developer] 16 Feb, 2024 @ 7:53am 
Thanks for bringing this up—I'll take a look at the mod you mentioned and see if I can make a compatibiltiy fix tomorrow or so.

Are the guns sorted properly at least? I made sure they follow vanilla itemTag conventions, but please let me know if some guns are out of place or something.
Ryu Ketsueki 16 Feb, 2024 @ 8:26am 
They appear to be sorted properly, yeah. Never had any issues in that regard unless the modded weapon in question had "tool" in the category.
Can you remove mods after they're installed?
Aikiro42  [developer] 17 Feb, 2024 @ 12:51am 
Originally posted by John Marston Criticas:
Can you remove mods after they're installed?

Yes; you can remove mods via the gun disassembler object, sold in the gun shop.
暗反应的家 18 Feb, 2024 @ 8:55pm 
I really like this mod and its weapons. May I translate it into Simplified Chinese and publish it in the Workshop?:steamhearteyes:
Aikiro42  [developer] 18 Feb, 2024 @ 10:14pm 
Originally posted by 暗反应的家:
I really like this mod and its weapons. May I translate it into Simplified Chinese and publish it in the Workshop?:steamhearteyes:

Sure, just remember to credit me, including the people I credited.
Custodes Of TDX3 24 Feb, 2024 @ 7:16pm 
Dumb ask, and it might have been said , but I didn't see it. Is it able to be played with other mods, like mods that add other guns and ect?
Last edited by Custodes Of TDX3; 24 Feb, 2024 @ 7:16pm
Aikiro42  [developer] 3 Mar, 2024 @ 9:40pm 
Originally posted by TDX3:
Dumb ask, and it might have been said , but I didn't see it. Is it able to be played with other mods, like mods that add other guns and ect?

Sorry to get back on you late on this; univ stuff happened.

The mod should be compatible with other mods. Please report any mod incompatibilities in the Bug Reports discussion, though.

Note that this mod is known to be incompatible with Wildfire (unknown reason, have yet to check), and is incompatible with Enhanced Elemental Effects due to how the fire status effect death explosion is configured (I have yet to provide a fix for EEE).
Last edited by Aikiro42; 3 Mar, 2024 @ 9:41pm
TITAN 4 Mar, 2024 @ 8:14am 
I was wanting to create a mod (or perhaps addon) that utilizes the weapon modifying mechanics of this mod to make melee weapons. Sure, they won't be as snappy or touchy-feely due to my lack of experience, but I was wondering if I could utilize it nonetheless.
Aikiro42  [developer] 5 Mar, 2024 @ 4:11am 
Originally posted by Marbled Divinity (TITAN):
I was wanting to create a mod (or perhaps addon) that utilizes the weapon modifying mechanics of this mod to make melee weapons. Sure, they won't be as snappy or touchy-feely due to my lack of experience, but I was wondering if I could utilize it nonetheless.

You could try, but the scripts for that feature are specialized for the primary ability of the weapons of this mod (
project45gunfire
).

The weapon mods are essentially "augments" that, when right-clicked on an item, makes the game call an
apply()
function that modifies the item, similar (if not identical) to how EPP augments work behind the scenes.

The "augment" scripts I did, especially
\scripts\augments\project45-gunmod\stats.lua
, modify the item according to the properties of their primary ability (you need the base stat to increase/decrease it by a certain factor).

Hence, you may not necessarily be able to utilize them for melee weapons, especially if they're missing the primary ability properties that are referenced by the augment scripts. I also plan on refactoring and reworking how the weapon mods are structured and applied.

You (and all modders) have my express permission to see and replicate how I implemented the weapon modding mechanic, as long as you credit me and the people I credited in this mod. The github repository should be linked in the mod description.
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