Version 2.1
- Removed stack limits on collars
- Fixed an issue where item slots would still attempt to consume items when maximum item stacks of items were involved.
- Replaced the "merge augments" button with an item slot which allows for the previewing of a combination.
- Updated the interface to make it more in line with other vanilla interfaces
- Added a global configuration file for the mod `/combinableaugments.config`
- Added a configurable combination limit for those who want to limit the maximum amount of augments that can be combined together. The limit for collars and epp augments are independent of each other
- In multiplayer, server configurations will always take priority over client configurations.
- Moved the recuperationConfig values to the new config file.
Settings
Combinable Augments provides a settings file. This file goes over how they are used.
**Please note that server settings take priority over client settings.**
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table limits
This table two numeric properties, `augment` and `collar`.
As the name implies, these properties limit the number of augments that can be
installed on a piece of equipment. If the value of a property is set to 0, no
limit will be applied, allowing for infinite combining.
Default value:
Code:"limits" : { "augment" : 0, "collar" : 0 }
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ANY SETTINGS BEYOND THIS POINT ARE ONLY USEFUL TO MOD DEVELOPERS
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table recuperationConfig
When a player applies an augment to a piece of equipment, the item id of the
augment isn't saved. This table is used to properly identify and extract
augments that have been applied using the vanilla technique. Since all augments
store a `name` and a `displayName` value, we have settled on using these values
to properly identify augments. If the combiner encounters an unrecognized
augment it will create a vanilla compatible version that has the same effects
as the unrecognized augment.
Default Value:
_________________________________________________________________________________________________________Code:"recuperationConfig" : { "augment" : { "damage1|Damage I" : "damageaugment1", "damage2|Damage II" : "damageaugment2", "name|displayName" : "itemId", "...|..." : "..." } "collar" : { "bouncycollar|Bouncy" : "bouncycollar", "damage1|Damage I" : "damagecollar1", "name|displayName" : "itemId", "...|..." : "..." } }
Modifying the default settings
To modify the settings from combinable augments, you will need to create a mod
which applies a patch to said settings. This section will guide you though
create the mod and explain what each setting does.
We recommend using a raw text editor like notepad++ or gedit to endit files in
the steps described below.
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Creating the basic mod
1. Create a folder in your mods folder. Name it what ever you feel like.
2. Create a file with the following name: `_metadata`.
3. Open the `_metadata` in a text editor.
4. Enter this code, replacing `[YourNameHere]` with your name, then save the file.
5. In the folder you created in step 1, create a file with the following name:Code:{ "author" : "[YourNameHere]", "description" : "Sets a limit on augment combinations", "friendlyName" : "[YourNameHere]'s CA limiter", "includes" : ["Combinable Augments"], "name" : "[YourNameHere]'s CA limiter" }
`combinableaugments.config.patch`
6. Open the `combinableaugments.config.patch` file in a text editor.
7. Enter the following code and then save the file:
8. Insert any patches described below between the two curly braces.Code:{ //insert patches here }
9. Save the file.
10. Launch the game to verify you didn't make any errors.
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Setting the combination limits
To set the combination limit for augments and/or collars copy the following patches
to your patch file, replacing the values with your desired settings.
_________________________________________________________________________________________________________Code:[ { "op" : "replace", "path" : "/limits/augment", "value" : 1 }, { "op" : "replace", "path" : "/limits/collar", "value": 1 } ]
Adding augments to the recuperation config
To add augments to the recuperation table, past the following code, making sure
to replace `[name]`, `[displayName]` and `[itemId]` with your own values:
For epp augments:
For collars:Code:[ { "op": "test", "path": "/recuperationConfig/augment/[name]|[displayName]", "inverse" : true }, { "op": "add", "path": "/recuperationConfig/augment/[name]|[displayName]", "value": "[itemId]" } ]
_________________________________________________________________________________________________________Code:[ { "op": "test", "path": "/recuperationConfig/collar/[name]|[displayName]", "inverse" : true }, { "op": "add", "path": "/recuperationConfig/collar/[name]|[displayName]", "value": "[itemId]" } ]
Example of a full patch file
Code:[ { "op" : "replace", "path" : "/limits/augment", "value" : 3 }, { "op" : "replace", "path" : "/limits/collar", "value": 2 }, [ { "op": "test", "path": "/recuperationConfig/augment/[name]|[displayName]", "inverse" : true }, { "op": "add", "path": "/recuperationConfig/augment/[name]|[displayName]", "value": "[itemId]" } ], [ { "op": "test", "path": "/recuperationConfig/collar/[name]|[displayName]", "inverse" : true }, { "op": "add", "path": "/recuperationConfig/collar/[name]|[displayName]", "value": "[itemId]" } ] ]
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Combinable Augments 2.1.2
1 augment to rule them all!
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