Modding Help Matter Manipulator, Pickaxe, Drill

Discussion in 'Starbound Modding' started by VasVadum, Feb 24, 2014.

  1. VasVadum

    VasVadum Cosmic Narwhal

    There is a fine difference between these. One is, Matter Manipulators work on speed and speed alone. They have a set strength that can not be changed no matter what you do. I have tried.

    Pickaxes and Drills also have durability. Another thing I tried to add to the Matter Manipulator, but ended up failing.

    Code:
    {
      "itemName" : "stonebeamaxe",
      "inventoryIcon" : "stonegravgunicon.png",
      "dropCollision" : [-4.0, -3.0, 4.0, 3.0],
      "rarity" : "common",
      "maxStack" : 1,
      "description" : "Manipulates anything that matters slightly faster.",
      "shortdescription" : "Stone Manipulator",
      "largeImage" : "stonegravgunlarge.png",
      "inspectionKind" : "tool",
      "category" : "Tool",
      "fireTime" : 0.25,
      "blockRadius" : 3,
      "altBlockRadius" : 1,
      "twoHanded" : true,
      "critical" : true,
      "strikeSound" : "/sfx/tools/pickaxe_hit.wav",
    
      "image" : "stonegravgun.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
    }
    This is my stone beam axe. It is 100% perfectly functional. Until, I try to add the line below;

    "tileDamage" : 2.9,

    It still remains functional, it just changes absolutely nothing whatsoever. Nothing at all. Nadda. El zilcho.

    Or, if I try to add these lines, the item becomes perfectly generic item.

    "durability" : 3000,
    "durabilityPerUse" : 1,
    "durabilityRegenChart" : [
    [ [ "copperore" ], 750], [ [ "silverore" ], 1125], [ [ "goldore" ], 1500], [ [ "platinumore" ], 1875], [ [ "diamond" ], 2250]
    ],
    "tileDamage" : 2.9,
    "tileDamageBlunted" : 0.2

    My question is, why can't we specify how strong the beamaxe is? I want to be able to tell the matter manipulator that it's strong enough to break an obsidian block without needing to be set to "fireTime" : 0.05, or lower. I would like not to have to use super low fire times just to break blocks faster. Trying to make a new matter manipulator upgrade system that won't out-shine pickaxes and drills, but will also not suck as bad as that high tech garbage you start with. I mean, come on. In the human story, you flee earth and you only know how to craft a few super cave man basic things and you start out with a device from the space age as your first mining tool, and only hand made stone age tools are more powerful than it? >.> <.< That, totally makes sense.
     
  2. The | Suit

    The | Suit Agent S. Forum Moderator

    This is a question to ask the programmers - not something moddable.
    Each file format has very specific variables it will accept.

    You cannot mix and match variables from various type of files.
     
  3. VasVadum

    VasVadum Cosmic Narwhal

    Yea, it's a little annoying. I wanted to make a new matter manipulator system but I can't figure out how to make it stronger, all you can do is make it faster. Which sucks. I even wanted to make battery items so you could recharge your matter manipulator using batteries. Just craft a few things to make a small, medium, large battery and presto, the same way you recharge pickaxes, you just use batteries. While I wait for someone who knows about this problem, I'm trying to figure out a way to balance the mod with just seeding up the beamaxe in each of it's 10 tiers that I've made for it.
     
  4. The | Suit

    The | Suit Agent S. Forum Moderator

    You can wait all you want - there is no way to add it - unless one of the programmers adds it in.
     
  5. I wanted to add durability to Hoe's as well for Colonies and failed... Seems like the tools are hard coded as specific types of items and not something we can easily modify.
     
  6. VasVadum

    VasVadum Cosmic Narwhal

    Where exactly are the files that control what tools can use what lines then? I mean there has to be a file somewhere that tells the beamaxe exactly how strong it is. Right? Each time it activates, 0.25 secnds or something, it's gotta be doing # amount of block damage. If the stone pick takes 4 hits to break sand, and the beamaxe takes 6, stone pick has a strength of 0.8 so I'd say the beamaxe has 0.5 to 0.7, somewhere between those.
     
  7. The | Suit

    The | Suit Agent S. Forum Moderator

    That would be hard coded - inside the source code.
    By default i do believe it does 1 damage
     
  8. VasVadum

    VasVadum Cosmic Narwhal

    Then why is the 0.8 stronger? :p As I pointed out, pickaxe takes 4 hits and has a strength of 0.8 while beamaxe takes at least 6 hits. No matter the speed.
     
  9. The | Suit

    The | Suit Agent S. Forum Moderator

    Stone pick axe does 10 damage per hit.
    Though the way it calculates is probably by DPS and not per hit.
    So it would do a little less than 10
     
  10. VasVadum

    VasVadum Cosmic Narwhal

    So in order to add tileDamage and durability and all that good stuff to my mod's beamaxes, I have to create an entirely new type of item completely with all the LUA and everything else required, or get the dev to add those values to .beamaxe extensions as well? :p Pfft. I don't think I can make a decent matter manipulator system this way. Suppose I'm stuck with just speed upgrades, even if it does cause lag to the game.
     
  11. The | Suit

    The | Suit Agent S. Forum Moderator

    There are other alternatives - it just won't work exactly like a matter manipulator.
    If you don't want to deal with LUA you can use a gun template.

    You can see my Animated Sword template as an example.
    Change the projectile to do foreground and background damage.
    Code:
          "tileDamageType" : "crushing",
          "foregroundRadius" : 20,
          "backgroundRadius" : 0,
    Also universal damage = true.
     
  12. Daimoth

    Daimoth Scruffy Nerf-Herder

  13. VasVadum

    VasVadum Cosmic Narwhal

    That's why I was asking about these lines that i can't use. To see if there was a way to impliment them at all. I started with the matter manipulator plus mod, but the dev disappeared so I decided to work on that one and improve and completely change everything about it now.
     
  14. Daimoth

    Daimoth Scruffy Nerf-Herder

    Unfortunately, there isn't. Not yet, anyway.
     
  15. flack11

    flack11 Intergalactic Tourist

    doesn't changing the fireTime to higher make it more powerful anyway so it would be the same thing. right?
     
  16. The | Suit

    The | Suit Agent S. Forum Moderator

    The problem is you are going to lag the system by making much more requests.
    Its a very inefficient way to increase damage. Ideally you want to do the most amount of damage with least amount of requests to the engine.
     

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