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Manufacturer's Touch 1.2.16

Weapons manufacturers now have an effect on randomly generated weapons.

  1. Update 1.1.2 ~ Starbound 1.2

    Kitikira
    The number seems like a hotfix, because this doesn't quite have enough content to warrant a new number, but at the same time a ton is changed.

    This mostly just fixes a lot of bugs, and adds does a ton of internal changes for the mod. Not that much interesting things going on for a mod user, but it's necessary.

    Changes

    Rotik
    • Rotik weapons cannot spawn as burst, as it interacts weirdly with their scaling fire time
    Shade Co.
    • Accuracy is now 10 times the starting accuracy after 10 shots
    Explosive Damage
    • Explosive damage is now its own elemental type, complete with resistances and vulnerabilities
    • Enemies that are made of very solid materials, like stone or metal, are weak to explosive damage
    • Enemies that are made of gelatinous materials (like Po Golems) are resistant to explosives
    Fixes
    • scaleValueOverTime has a short period where you can not fire without dropping the effects, which means a lot less bugs, as well as better usability
    • weapons spawned with special shortdescriptions will properly keep them
    Modder's Resources
    • Manufacturers can now replace projectiles with different ones
    • Manufacturers can now set variables that aren't just in the primaryAbility table
    • Manufactuers can use "modifyVariables" to set, multiply, divide, add, subtract, and exponentiate values that already exist, regardless of the path
    • Ex: "primaryAbility.animationCustom.sounds.fireStart" can be set, if it is already part of the weapon, or else it will be ignored
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