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Techs 2.0 1.59

Upgrade your techs to 2.0 today!

  1. 1.59 Fixes

    greenRAM
    -I fixed the hover tech to disable while using things like the grappling hook and while in space. I really like the hover tech, so this was annoying for me.
    -I fixed a graphics tweak that was bugging me.
  2. v1.58

    greenRAM
    -Adjusted the costs to be even.
    -Fixed the Wall Jump Hop to do only 1/4 jumps.
    -Made the Hover cost much less energy.
    -Some minor cosmetic fixes
    -Added the Marathon Tech. It's basically a Jog 4 tech, which lets you run x2 speed with minimal energy consumption.
  3. 1.56 fix

    greenRAM
    Went through and fixed some of the errors in the sphere techs. Enjoy.
  4. V1.56

    greenRAM
    Compatibility update for FU. The distortion sphere had to be altered slightly to not interfere with an FU tech. Also, I added two more jump techs to make this update worth your while even if you don't have FU installed.

    Multi Hops: Unlimited, but very small hops through the air. Expect little lift.
    Wall Multi Hops: Like Milti Hops, but with the added wall sticky jump.
    Nanta12344 likes this.
  5. v1.55 fix fix

    greenRAM
    Reverted all of the sprint techs back to their vanilla animations.
  6. v1.55 fix

    greenRAM
    Reverted all of the dash techs back to their vanilla lua and animations.
  7. v1.55 bug fixes

    greenRAM
    Fixed all of the offslot techs. Looks like money isn't working yet through the new system, so I converted it back to Tech Cards.

    New tech:
    Jog 3.0: This brings you back up to vanilla sprint speed, but without the energy cost. I thought that might be something worth investing in for those that want a boost, but don't want to waste their energy pool.
  8. V1.54

    greenRAM
    A small bug fix to make the hover available again. That's it.
  9. V1.54

    greenRAM
    Warning: This mod now requires either bk3k's Tech Helper mod or bk3k's more powerful techs mod. You can download one or the other, but not both. Links will be in the description. You're game wont break without them; however, either of those mods will make the techs available, given they're not available yet. All costs have been changed to reflect the new system by bk3k.

    There is no more tech missions for this mod. Instead, upgraded versions of techs are available with the purchase of the...
  10. v1.53

    greenRAM
    No new techs! This update is just a bit of reorganizing.

    I've removed the off-slot techs from the natural progression. You can still get the off-slot techs by doing the mod's 2.0 tech mission. The off-slot techs now have a warning in the description that they're off-slot.