Matter Manipulator Tiledamage Increase. Makes tools obsolete.

Discussion in 'Starbound Modding' started by TehLonelyDonut, Dec 15, 2013.

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  1. TehLonelyDonut

    TehLonelyDonut Scruffy Nerf-Herder

    MAY OR MAY NOT WORK WITH EXISTING SAVES. EXERCISE CAUTION IF YOU DON'T WANT TO LOSE YOUR SAVES.
    I love Starbound, but dicking around, crafting picks and axes to do menial tasks bores me to no end.
    Here's how to make the Matter Manipulator OP.

    1. Navigate to your Starbound folder:
    C: / ProgramFiles (x86) / GAMES / STEAM / steamapps / common / starbound

    2. Find the beamaxe.beamaxe file:
    starbound / assets / items / tools

    3. Open beamaxe.beamaxe with Notepad or Notepad++. Here's what you should see:
    {
    "itemName" : "beamaxe",
    "inventoryIcon" : "gravgunicon.png",
    "dropCollision" : [-4.0, -3.0, 4.0, 3.0],
    "rarity" : "Legendary",
    "maxStack" : 1,
    "description" : "Manipulates anything that matters.",
    "shortdescription" : "Matter Manipulator",
    "largeImage" : "gravgunlarge.png",
    "inspectionKind" : "tool",
    "category" : "Tool",
    "fireTime" : 0.25,
    "blockRadius" : 2,

    "altBlockRadius" : 1,
    "twoHanded" : true,
    "critical" : true,
    "strikeSound" : "/sfx/tools/pickaxe_hit.wav",

    "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
    }
    We only need these lines:
    "fireTime" : 0.25,
    "blockRadius" : 2,

    4. Change the values to:
    "fireTime" : 0.0001,
    "blockRadius" : 4,
    And save.

    5. The manipulator is now extremely powerful. No more use for picks or axes anymore. For insta-destruction, try a firetime of 0.00000001 and a radius of 10.

    CREDIT GOES OUT TO MANNTOOTH. ALL OF IT. :D
     
  2. aMannus

    aMannus Space Kumquat

    Wouldn't suggest a fireTime that low at all. It makes the sound play an insane amount of times and it can possibly lag your computer like hell if you use a fireTime like that.
     
  3. poster55

    poster55 Scruffy Nerf-Herder

    Yes and no. It's still better to modify a pickaxe because they have a property that the manipulator doesn't.

    "tileDamage"

    With this, you don't have to have the tool fire off every 0.0001 seconds, rather one hit will destroy a tile if you set it high enough.
     
  4. TehLonelyDonut

    TehLonelyDonut Scruffy Nerf-Herder

    The same thing could be achieved by making the MM fire enough times per second that it seems instantaneous.
     
  5. Whitlinger Doodle Do

    Whitlinger Doodle Do Pangalactic Porcupine

    Yeah, but the screeching audio might get annoying. You get rid of the audio, problem solved.
     
  6. poster55

    poster55 Scruffy Nerf-Herder

    Maybe that's true now, I haven't tried it since launch weekend. When I did this same technique I could never get the manipulator to break tiles as fast as a pickaxe with the damage modifier turned up and fire rate set low. That could be a performance issue on my end, however. I love the animation and style of the MM, wish I could figure out a way to use the MM with the damage modifier. Best of both worlds. :D

    Either way, good work on the tutorial :) It's a good place to start and it'll help a lot of people looking to speed up their mining.
     
    Last edited: Dec 16, 2013
  7. Russy

    Russy Pangalactic Porcupine

    You can remove the sound, or replace the sound it makes with silence. But whenever I tried to use a slightly modified time on multiplayer, I'd always get dropped from the server
     
  8. Rabblerouser

    Rabblerouser Phantasmal Quasar

    The lag caused by this is..
    .. well it's quite literally a grain of sand compared to what I get when I visit Avian airships, which is vanilla.

    Matter Manipulator is simply more convenient as well, as you get it when you start the game.
     
  9. Blaine

    Blaine Scruffy Nerf-Herder

    I had my own Matter Manipulator modded to 0.01 fire time and a 4-block radius using this method for a little over a week, and it was about twice as fast as the Diamond Drill (and hit 7 more blocks, of course). The sound is like a pretty normal real-life jackhammer, and I never got a bit of lag from it. It seems a stable and harmless enough change to make.

    There seems to be a hard limit on how quickly the Matter Manipulator can fire regardless of the configuration, because with a fire time of 0.01, the game should have be playing the sound about 100 times per second, and I'd expect blocks to simply fly off the wall almost immediately... but that's not what happened.

    I changed it back yesterday, though. I only made the change in order to harvest decorative blocks more quickly, but now I'm using a mod that simply allows me to craft decorative blocks (which is what I should have done to begin with).
     
  10. Cayote

    Cayote Aquatic Astronaut

    Just remove the strikesound option "strikeSound" : "/sfx/tools/pickaxe_hit.wav", don't know if this works for trees.
     
  11. lordfirefox

    lordfirefox Scruffy Nerf-Herder

    Or you could use *.miningtool instead of *.beamaxe. According to the document here: https://gist.github.com/jordoh/7864154 the extension of the script matters.
    This allows the use of tileDamage.


    Scratch that. It'll crash on load if you do that.
     
    Last edited: Dec 19, 2013
  12. demitrius2001

    demitrius2001 Space Spelunker

    Hey, You can't do it this way anymore, They removed "Tools" from the items tab
     
  13. lordfirefox

    lordfirefox Scruffy Nerf-Herder

    Not sure what you mean, you can still mod the Matter Manipulator.
     
  14. demitrius2001

    demitrius2001 Space Spelunker

    After Furius koala I cant anymore, the tools tab is gone, and therefore you cant ind Beamaxe.exe so you can mod it
     
  15. lordfirefox

    lordfirefox Scruffy Nerf-Herder

    Um it's not an exe it's a .beamaxe extension and all they did was pack up all the assets into a pak file, you can unpack the pak file and find it there and make a mod for it. If you really want to use an over-powered matter manipulator just download my GamePlus mod and upgrade to an Unobtainum Matter Manipulator (Super Matter Manipulator).

    And what do you mean by Tools Tab? I'm confused.
     
  16. Tairuse

    Tairuse Subatomic Cosmonaut

    I think he couldn't find the the sub folder named "tools" in the assets folder because it was all packed away. The label "tools" in game is still used to categorize items such as axes, and picks for modding purposes.
     
  17. chrisgbk

    chrisgbk Subatomic Cosmonaut

    The new modding way is the better way to go now anyhow:

    /mods/modnamehere/items/tools/beamaxe.beamaxe
    Code:
    {
      "__merge" : [
        [ "overwrite", "fireTime" ],
        [ "overwrite", "blockRadius"]
      ],
    
      "fireTime" : 0.01,
      "blockRadius" : 5
    }

    /mods/modnamehere/modnamehere.modinfo
    Code:
    {
      "name" : "modnamehere",
      "version" : "Beta v. Furious Koala",
      "path" : ".",
      "dependencies" : []
    }
     
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