Starbound

Starbound

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Mech Detallist
   
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18 dec, 2024 @ 15:44
25 dec, 2024 @ 14:40
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Mech Detallist

I 1 samling av FelmastProMcLane
Mech Core - Main Mods
12 artiklar
Beskrivning
quote="Cosmos (Not about this mod)"]Finally. It feels like you're actually piloting a mech. Not a heavy hunk of junk. :steamthumbsup:[/quote]
Ursprungligen skrivet av "BT":
Ugh, being a 2 tone mech is sooo boring....
Ursprungligen skrivet av "Felmast":
The hell is a stat point?!

All these questions and more can be answered now!

Check the images for the info

Lets begin:
Make a backup of your player and ship before installing, there *could* be some mech-part that is lost and I haven't tested FU. (I have tested most mech part adding/changing mods)

Stats:
The little color bars in the mech parts supposedly represent the stats of the mech and how the compare to each other, but they barely mean much.
  • Stats now support tiers from 1 to 20, using halves and a cyan overlay to portray this.
  • Modded parts can now display their full glory.
    Weapons
    • Before, "Power" was an arbitrary number.
    • Now is calculated from the part's stats to give a more accurate result.
    • Single shot and fast-firing weapons display their Single Shot Damage or DPS.
    • Mods that modify weapon damage get reflected on power display.
Colors:
Oh boy, do I have something for you!
  • Each mech part can be colored individually, or all at the same time.
  • Support for Green's Dye Suite.
    • Imports mech colors as dye palettes.
    • Can color the mech using current palette.
    • Mech Palettes have both primary and secondary tones, secondary colors are default (equal to themselves).


Changes and Additions:
  • Mech now stores health/energy and doesn't refill on deployment.
  • Autochips can be activated to health the mech by 5%.
  • Mech crafting table is silent.


For Modders:
  • Contains the hooks required for "builderscript" to be able to hook into the mechpart build-script (mechpartbuilder).
  • Colors are stored in a table, and can store a variety of info if needed.
  • Inside "/items/buildscripts/buildmechpart_QoL.lua" there is some commented code that would allow the damage calculations to porperly read projectile properties, like fragmentations and explosions.

Compatibility:
  • Should work on vanilla and Mech Overhaul, haven't tested FU.
  • NPC mechs ready for when the patch is available. (Still no patch yet)

Uninstalling
Should be freely uninstallable. No mech parts loss or anything, colors will revert to default.
46 kommentarer
how do you get default colors
Rylasasin 7 aug @ 8:08 
You have to consume an autochip to heal it.

Honestly, I'd recommend that auto-refill on deployment still stay in, but make it capped at 1-10%. Enough for you to act and not have the mech blow up in your face and wonder what the heck to do, but not enough for you to just keep lazily brute forcing your way through encounters.
MithranArkanere 4 jun @ 20:08 
This mod causes the mech to explode on deployment after it was destroyed once. Doesn't play nice with the armor and BL shield mods.
Hyperdino 10 maj @ 7:55 
Does this mod work with mech cosmetic slots?
wingfriend 3 mar @ 15:36 
That's odd. I have used this mod with FU and despite the comments I've seen, My mech doesn't drain to death. It does mean I need to repair it with a repair tool every once in a while, but honestly it gives those tools and the repair pod thing more of a purpose. Auto chips become a way to basically bring the mech back from destruction, from there you can repair pod it as long as you're in an environment your mech can survive.
Yukinari 3 mar @ 1:35 
I found that using this mod with FU will probably alter the way how mech health works as their hitpoints cannot be refueled when deployed, thus making mechs useless.
Chiby 7 feb @ 21:10 
Don't use with FU, it make the mech drain itself to death after death even after using autochip
wingfriend 25 jan @ 17:56 
First, the mod is great. Though now I am unsure of which mod you have installed that adds some of the parts used in your screenshots and preview image. Which mods are those?
licflagg 17 jan @ 5:04 
I would like to report an unusual issue: This mod has some weird bug with Project45 in that the Ammo and reload indicators do not show up at all. The weapons are otherwise fully working.
DragonsArchiver 9 jan @ 12:01 
Honestly, I would keep this mod, but the unintentionally hidden change to mech HP kills it. Why on earth would a 'Mech Color' mod, a decoration/cosmetics mod, change how the HP works as well?! That sounds something more like for the 'Mech is made out of armor' mod rather than this one!