Starbound

Starbound

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Alpha Ammo
   
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2.694 MB
22 Jun @ 2:45pm
7 Jul @ 9:21am
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Alpha Ammo

Description
💭 Guns are a fundamental part of combat in Starbound, and are efficient, reliable, and, most importantly, safe options for long-range combat. However, something I always felt was missing was an ammunition management system that prevented infinite and definitive weapons, and created the need to deal with inventory and resources at every stage of the game, in addition to not completely overlapping all other combat options.

With all this in mind, I decided to introduce a usage cost for guns, in the form of ammunition, and I took the opportunity to also bring a little more distinction between their different types, promoting a sense of reward for using skill in each shot and knowledge of the different types of guns. I tried a very simplified approach, aiming to respect the original aesthetics of the game as much as I could. So, this is my contribution to guns and ammo in Starbound!
💭



🔫 Specific ammunition for each weapon type.
🎯 Certain skills have been improved to increase the possibilities of efficient use of weapons.
🔄 Skills that were previously only available on common weapons are now also found on uncommon and rare weapons.
🛠️ Non-elemental versions of weapons are now found on uncommon and rare versions, with increased damage potential to replace the elemental effect.
🌟 Some unique weapons have also been modified, such as the Gnome Gun, Doomcannon, Ray Gun, Plasma Assault Rifle, and a few others.
🔋 Now that weapons use ammunition, regular shots no longer use energy.
📈 Instead of displaying energy consumption in the item description, the type of ammunition used by the gun is now displayed.
🏭 Ammunition can be found in loot around the universe, or produced in the Forge*.
🔫 Assault Rifles with 42 shots per charge, increased damage on uncommon and rare weapons, and reduced speed and accuracy.
🧨 Grenade Launchers** with 6-shot slots, throwable grenades as ammunition, and increased damage explosions.
🔫 Automatic Pistols with 24 shots per charge, increased damage on rare weapons, and reduced firing accuracy.
🔫 Pistols with 12 shots per charge, significantly increased damage, reduced firing speed, lower accuracy on common weapons and higher accuracy on rare weapons.
🚀 Rocket Launchers** with 2-shot slots, significantly increased damage, and reduced firing speed.
🔫 Shotguns with 8 shots per charge, increased damage on rare weapons, projectiles that are much more spread out, and reduced firing speed and range.
🔫 Sniper Rifle with 6 shots per charge, significantly increased damage and accuracy, and reduced firing speed.
(*The recipes for crafting ammunition are learned the first time each type of gun or ammunition is collected.)
(**Weapons related to explosions affect all creatures, including the one who threw the grenade or rocket, so care should be taken when using them.)



🌟 One last thing! If you have a few coins to spare, you can support me on Ko-Fi:

https://ko-fi.com/thealphadrako


🤝 it may not seem like it, but any amount helps a lot more than you can imagine! Thank you very much in advance!
Popular Discussions View All (2)
18
19 hours ago
PINNED: Bugs and Crashes? You came to the right place!
Alpha Drako
7
5 Aug @ 1:19am
PINNED: Any ideas to improve the mod? Amazing, thanks!
Alpha Drako
29 Comments
Alpha Drako  [author] 10 Oct @ 1:23am 
Hello 무명악보! Is there any other mod you're using that also deals with guns/gunfire? Also you can post a pastebin with the log on the bugs and crashes topic, I'll be happy to help (or at least try it)! Thank you for the comment =)
무명악보 10 Oct @ 1:14am 
recently having problem with this mod.
vanilla random weapons does not firing even i have ammo
Alpha Drako  [author] 8 Oct @ 10:11am 
Hello Raja, of course you can!! I made them a lot "understandable" at least the best I could haha, and I hope all your experiments work just fine. Thank you very much again for the kind words and for the interest in my codes, it really means a lot to me =)
Raja Keong 8 Oct @ 10:03am 
Hey again, I've been wondering, would it be alright if I used scripts from this mod for my own mods? I really like what you did them and wanted to do some experiments with my own weapon designs using the script. I'll make sure to credit you wherever applicable.
Alpha Drako  [author] 30 Sep @ 3:44am 
Hello Raja! Thanks for the advice, I honestly never tought someone would use a file called gunfireammo lol, but yeah I'll probably change the name file indeed as soon as possible! Thank you very much again =)
Raja Keong 30 Sep @ 12:17am 
Hey, just wanted to let you know that the mod has partial incompatibility with Reload That Gun. I say "partial" because both mods use the exact same "gunfireammo.lua" filename, and I solved it by renaming yours into "aagunfireammo.lua". Thank goodness for Notepad++'s powers. If you ever have the time, you could do what I did in a mod update for everyone else's convenience.
Alpha Drako  [author] 26 Aug @ 3:23pm 
Thaaaanks Ted! I'll be here when you need. Have fun and a wonderful day =)
Ted 25 Aug @ 7:05pm 
I'll give this a test later; I'm having issues with another mod or two, so I'll poke around here later. I'll let you know what my experience is. Sending love and awards for effort.
Alpha Drako  [author] 21 Aug @ 1:51pm 
Hello Ted! I'm struggling with time to get it updated, but I don't plan to drop this anytime soon, even if the updates take some time u.u

And yeah, Alpha Ammo is planned to work nicely with the vanilla random guns, and also with some unique vanilla too, so, thank you very much for the comment, and have tons of fun with it! =)
Ted 21 Aug @ 1:45pm 
Does this work with the random gen guns as well? Vanilla ones, mind