SOLVED - I forgot to append the proper extension to my manipulator item file. It should have been "manipulator.beamaxe", not "manipulator.item". It must be getting late! Hi, it'd be much appreciated if someone could help me shed some light on adding extra manipulation guns. So far it's been quite simple to get the item in game, in the sense that it can be crafted and doesn't crash the game, but I cannot seem to get it functioning. The sprite isn't appearing in my hands when I go to equip my manipulation gun, it's like I've got nothing equipped at all! I've eye-balled the code for some time now for errors, and I've also taken a look at one other persons [presumably successful] implementation of the same idea to no avail. Now for some code! It's all pretty standard really. It wasn't before but in my attempts to debug, everything got a little standardised in the process. I should probably also note for completeness, that I copied the manipulation gun PNG's and straight up made them black and white using Paint.NET and saved them using Paint.NET's automatic settings that were selected by default when prompted. "Starbound\win32\bootstrap.config" Code: { "assetSources" : [ "../assets", "../mods/glitch" ], "storageDirectory" : ".." } "Starbound\mods\glitch\items\tools\manipulator.item" Code: { "itemName" : "manipulator", "inventoryIcon" : "manipulator-icon.png", "dropCollision" : [-4.0, -3.0, 4.0, 3.0], "rarity" : "Legendary", "maxStack" : 1, "description" : "Manipulates anything that matters.", "shortdescription" : "Glitchy Matter Manipulator", "largeImage" : "manipulator-large.png", "inspectionKind" : "tool", "category" : "Tool", "fireTime" : 0.25, "blockRadius" : 3, "altBlockRadius" : 1, "twoHanded" : true, "critical" : false, "strikeSound" : "/sfx/tools/pickaxe_hit.wav", "image" : "/items/tools/manipulator.png", "endImages" : [ "/items/tools/manipulator-ball.png", "/items/tools/manipulator-tileglow.png", "/items/tools/manipulator-4tileglow.png" ], "handPosition" : [-2, 0], "firePosition" : [5, 0], "segmentsPerUnit" : 1, "nearControlPointElasticity" : 0.1, "farControlPointElasticity" : 0.9, "nearControlPointDistance" : 0.9, "targetSegmentRun" : 1, "innerBrightnessScale" : 20, "firstStripeThickness" : 0.2, "secondStripeThickness" : 0.05, "minBeamWidth" : 1, "maxBeamWidth" : 5, "maxBeamJitter" : 0.06, "minBeamJitter" : 0.0, "minBeamTrans" : 0.1, "maxBeamTrans" : 0.4, "minBeamLines" : 1, "maxBeamLines" : 5 } "Starbound\mods\glitch\items\tools\manipulator.recipe" Code: { "input" : [ { "item" : "money", "count" : 1 } ], "output" : { "item" : "manipulator", "count" : 1 }, "groups" : [ "plain", "tools", "all" ] } "Starbound\mods\glitch\player.config" Code: { ... "defaultItems" : [], "tierBlueprintsUnlockedMessage" : "New blueprints have been unlocked.", "blueprintOnPickupMessage" : "New blueprint available.", "defaultBlueprints" : { "tier1" : [ { "item" : "manipulator" }, ... ], ... }, ... "initialBeamGunRadius" : 15.5, "previewGlowBorder" : 2, "objectPreviewInnerAlpha" : 0.8, "objectPreviewOuterAlpha" : 0.2, "beamGunSettings" : { "image" : "/humanoid/any/gravgun1.png", "endImages" : [ "/humanoid/any/ball.png", "/humanoid/any/tileglow.png", "/humanoid/any/4tileglow.png" ], "handPosition" : [-2, 0], "firePosition" : [5, 0], "segmentsPerUnit" : 1, "nearControlPointElasticity" : 0.1, "farControlPointElasticity" : 0.9, "nearControlPointDistance" : 0.9, "targetSegmentRun" : 1, "innerBrightnessScale" : 20, "firstStripeThickness" : 0.2, "secondStripeThickness" : 0.05, "minBeamWidth" : 1, "maxBeamWidth" : 5, "maxBeamJitter" : 0.06, "minBeamJitter" : 0.0, "minBeamTrans" : 0.1, "maxBeamTrans" : 0.4, "minBeamLines" : 1, "maxBeamLines" : 5 }, ... }
P.S. Does anyone know what the parameter "tileDamageBlunted" does? It's accompanied by "tileDamage" usually in Chucklefish-files. The former happened to be omitted from one third-party reference, and neither feature at all in the stock Matter Manipulation gun. Should I consider using either of them?