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RELEASED Racial Weapon Megamod Now Version 2.5.3!

Bringing back the forgotten weapons of starbound's alpha!

  1. ImHereForTheMods

    ImHereForTheMods Cosmic Narwhal

    ImHereForTheMods submitted a new mod:

    Racial Weapon Megamod (V1.0.0) - Brings back tiered racial weapons, from pre 1.0 !

    Read more about this mod...
    xaliber likes this.
  2. xaliber

    xaliber Scruffy Nerf-Herder

    Looks nice! Going to try it out.

    Just notice something about aegisalt weapons tho, even if it's green-colored, it doesn't look too fitting as poison elemental... since electricity is already taken by violium, how about a damage boost instead? As Aegisalt Bow kinda does that.
  3. ImHereForTheMods

    ImHereForTheMods Cosmic Narwhal

    Hi, thanks! I did my best to give it a nice style!

    Hmm... that is a good point.... I will look in to changing that!
    Thank you for the feedback!
  4. xaliber

    xaliber Scruffy Nerf-Herder

    Also you might want to give the some of weapons status effect perhaps? For a more interesting gameplay. Maybe a huge damage weapon that slows you down. Or weapon that gives energy regen. Or blood-sucking weapon (heals you in every hit), would fit for Florans. There's a snippet that you could take a look here (scroll to the bottom) http://community.playstarbound.com/threads/weapons-with-user-status-effects.123070/
  5. ImHereForTheMods

    ImHereForTheMods Cosmic Narwhal

    Hmm, I will definitely look into it, sounds like that could work out pretty cool.
    Thank you for your suggestions!
  6. xaliber

    xaliber Scruffy Nerf-Herder

    Hiya ImHereForTheMods, I don't know if you're already aware of this method or not, but this "health bar" modder's resource might be useful for some interesting new weapon types.
  7. ImHereForTheMods

    ImHereForTheMods Cosmic Narwhal

    I'll look into it, thanks for the reccomendation!
    xaliber likes this.
  8. xaliber

    xaliber Scruffy Nerf-Herder

    Eagerly waiting for your updates, it seems you've been making some interesting stuff!
  9. ImHereForTheMods

    ImHereForTheMods Cosmic Narwhal

  10. Squelch

    Squelch Void-Bound Voyager

    Do you intend to add the hunting knife?
  11. ImHereForTheMods

    ImHereForTheMods Cosmic Narwhal

    I'll look into it, but I don't believe it is racially based.
  12. ImHereForTheMods

    ImHereForTheMods Cosmic Narwhal

    ImHereForTheMods updated Racial Weapon Megamod with a new update entry:

    Racial Staves!

    Read the rest of this update entry...
    xaliber likes this.
  13. 5tern

    5tern Scruffy Nerf-Herder

    very nice! i should take to check it out!
    hope it will work fine with EWG and weapon megamod pack. tons of weapons!!!
  14. ImHereForTheMods

    ImHereForTheMods Cosmic Narwhal

    As far as I know it should work fine with just about anything!
  15. amirmiked12

    amirmiked12 Parsec Taste Tester

    Does ur mod add treasure.pool or something like that ?or as said they all are obtain able by crafting?
  16. ImHereForTheMods

    ImHereForTheMods Cosmic Narwhal

    No treasure pool, didn't know how to do that. All done by crafting.
  17. Gratuitous Lurking

    Gratuitous Lurking Space Kumquat

    Liking the look of this, nice touch giving the racial weapons elemental effects so they got a use beyond nostalgia over the current generation of crafted weapons :3
  18. ImHereForTheMods

    ImHereForTheMods Cosmic Narwhal

    Thank you! I put a lot of hard work into it! =)
  19. xaliber

    xaliber Scruffy Nerf-Herder

    In case in the future you want to add the weapons to treasure pools (so it will appear in treasure chests), it's not too difficult. You can find the relevant files and patch them. So for example you can make a common.treasurepools.patch (in /treasure/ directory) that have this

        "op" : "add",
        "path" : "/uniqueWeapon/2/1/pool/-",
        "value" : { "weight": 1, "item": "aviantier6axe" }
    common.treasurepools is a treasure pool for weapons (both unique and randomly generated) and items such as tech card, manipulator module, etc. In common.treasurepools you can find pools for unique weapons:

    "uniqueWeapon" : [
    [0, {
    "pool" : [
    // level 2 uniques
    {"weight" : 1.0, "item" : "boomerang"},
    {"weight" : 1.0, "item" : "chakram"},
    {"weight" : 1.0, "item" : "ropewhip"},
    {"weight" : 1.5, "item" : "gauntlet"},
    {"weight" : 1.0, "item" : "flamethrower"},
    {"weight" : 1.0, "item" : "poisonbow"},
    {"weight" : 1.0, "item" : "pollenpump"}
    [2.9, {
    "pool" : [
    // include a chance for these since they're needed for later upgrades
    {"weight" : 0.5, "item" : "boomerang"},
    {"weight" : 0.5, "item" : "chakram"},
    {"weight" : 0.75, "item" : "gauntlet"},

    // level 4 uniques
    {"weight" : 1.0, "item" : "vinewhip"},
    {"weight" : 1.0, "item" : "wormgun"},
    {"weight" : 1.0, "item" : "wormerang"},
    {"weight" : 1.0, "item" : "gristlegun"},
    {"weight" : 1.0, "item" : "soulseeker"},
    {"weight" : 1.0, "item" : "electricrailgun"},
    {"weight" : 1.0, "item" : "timepierce"},
    {"weight" : 1.0, "item" : "eyesword"},
    {"weight" : 1.0, "item" : "intestinewhip"},
    {"weight" : 0.2, "item" : "gnomegun"}
    [4.9, {
    "pool" : [
    // level 6 uniques
    {"weight" : 1.0, "item" : "supernovaglove"},
    {"weight" : 1.0, "item" : "astrosabredeluxe"},
    {"weight" : 1.0, "item" : "energywhip"},
    {"weight" : 1.0, "item" : "teslastaff"},
    {"weight" : 1.0, "item" : "magnorbs"},
    {"weight" : 1.0, "item" : "tentaclegun"},
    {"weight" : 1.0, "item" : "exmachina"},
    {"weight" : 1.0, "item" : "energypickaxe"},
    {"weight" : 1.0, "item" : "evileye"},
    {"weight" : 1.0, "item" : "remotegrenadelauncher"},
    {"weight" : 1.0, "item" : "doomcannon"}

    You can use the existing pool so it will blend into the game seamlessly. Alternatively, you can make new pools for racial weapons inside the uniqueWeapon pool. So your common.treasurepools.patch would look like this instead,

        "op" : "add",
        "path" : "/uniqueWeapon/-",
        "value" :
            [6.9, {
             "pool" : [
                // level 8 uniques
                {"weight" : 1.0, "item" : "apextier8axe"},
                {"weight" : 1.0, "item" : "apextier8broadswords"},
                {"weight" : 1.0, "item" : "apextier8daggers"},
                {"weight" : 1.0, "item" : "florantier8axe"},
                {"weight" : 1.0, "item" : "florantier8broadswords"},
                {"weight" : 1.0, "item" : "florantier8daggers"}
                // etc
    Last edited: Mar 26, 2017
  20. ImHereForTheMods

    ImHereForTheMods Cosmic Narwhal

    Hmm, seems like an interesting idea.Thanks for the info.
    However, I'm not sure if having a treasure pool would really suit the play-style of this mod.
    Generally, my idea with the mod is that, as you go along, and craft tier 1, you unlock tiered two, and it's really a tiered progression of the weapons. In which, of course, as you go along, they get more powerful. The whole idea really being that you are improving your weapon.
    Now, if you were to just find a tier, let's say 4 avian axe in a chest somewhere, when you had a tier 2 avian axe, it's just a jump in the system, and doesn't really flow as nice.
    Also, you'd probably end up with a lot of duplicates.

    I feel that this way, you get what you want, in a logical progression, so long as you have the neccessary ingredients. Also I believe that having ingredients really promotes exploration as much as a pool.
    Perhaps there isn't the same "whoa" effect when crafting one as finding one, but, you still end up with the same thing in the end, and I just feel it flows better this way.
    There is however the feeling of going out, and looking for the crafting materials, and working to eventually get the weapons, which I believe would instill a sense of accomplishment, which may be equivalent.

    Perhaps with the staves though, a treasure pool may be more realistic.

    I am willing to listen to thoughts on this though, and maybe make changes.

    Thanks for you interest in the mod.

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