Starbound

Starbound

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Dimensional Wings & Omniblink v1.4 Full Customization
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2.205 MB
30 Jun @ 12:02pm
11 Oct @ 11:23am
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Dimensional Wings & Omniblink v1.4 Full Customization

Description
Update 1.4 (Full customization with tuners)


Using Project42 with this mod.

Dimensional Wings
(Leg Tech)

Features:
• Energy: 10/s
• Full animation
• Custom sounds (subtle flap)
• Hover using Shift
• Fall damage immunity if active
• Buffs affect flight speed
• Pressing Space again disables flight (except when wings are closed already)

Inspired by Terraria wings, tuned for Starbound’s physics.


How to use:
Double-jump to summon wings (closed). Press a direction to fly, hold Shift to hover.
Release inputs to fall.

Why closed wings first?
If energy runs out, wings close but maintain fall protection. You can still glide, costs energy regen, and restoration resumes once gliding stops.


16× detail 17× wing colors (Update 1.1)
16 recolors: Black, Blue, Brown, Forest, Gold, Green, Ice, Magenta, Orange, Pink, Purple, Red, Steel, Teal, White, Yellow.

Omniblink
(Body Tech)

Features:
• Cost: 20 energy
• 8-direction teleport (diagonals only with “special2” reactivated)
• Custom sounds + animation (GBA players will probably remember something when hearing/seeing them)

Use: Double-tap direction or use “special2” (if restored, mods that do this: RPGGrowth, Zerotap, WolFenFLCN-11 Gunship).


Point Blink (Update 1.3)
Teleports to cursor (double-tap “Up” or “special2”).

The “Quantum Blink” version ignores line-of-sight, it's quite expensive to craft due to this.
Finds the nearest valid spot within 5 tiles if aiming into walls/ground.

It’s a bug feature
Custom state logic makes all tech states able to use it, even morph abilities from RPGGrowth or ProjectIrisil.
Too fun to remove; can create a patch later if needed.

Tuners & World Tuners (Update 1.4)
Images on the main gallery above, including all tuner variations.

Crafting station now has Tuners and Wires:

Tuners — Adjust force, limits, speed, or disable effects (even the wings themselves). One tuner can upgrade glide, it’s more expensive due to that.

Wires — Decorative tuner replicas, cycle using manual activation or power it for auto cycle; they also act as power extenders.

/admin Tuners — I made some tuners that appear only on the crafting menu (C) with "/admin" active, those can change energy cost, cooldowns, and even change rules on world basis (the ones with dark gray background). All of them appear on the logs just like chat messages when used.

World Tuners — World rules override player settings for that planet/instance, with this you can create challenges if you want; some world rules can be reset with tuners individually or all can be reset via the “World Reset” tuner (must be on the world to change or reset rules for it).

Reset tuner has a popup button, You can just ignore it completely if you want.
I just made it in case you want to know if that world has custom rules.

In case you want to know what the popup means in detail:

NA = non applicable, no value
Techs: OB = OmniBlink, PB = PointBlink, QB = QuantumBlink, DF = DimensionalFlight
CD = cooldown
INF = ignore all limits (infinity)
Min/Max = limits
Limit = max limit needed only, negative value works as both max and min but inverted
Off = disables ability, for omniblink negative values do this already, wings can be tweaked to not work with low force
InfS/InfF = ignore speed/force limits
GL = Glide: Fall (vertical speed), Spd (horizontal speed)
E-block = disables energy regen while gliding
Mode = Glide only mode, disables flying

Notes:

The engine limitations for the tuners, mainly done by the game's rendering, teleport goes maximum ~81 tiles and flight speed ~150.

Glide mode can grant a scuffed free flight with positive fall numbers.

Both E-block and Glide mode can't be forced off from players since they are restrictions normally, Glide mode can be nullified with Fall (-100 is plenty) and Spd (0.75 or less)

Obtaining (Update 1.2)
Intended way: Crafting station found at Treasured Trophies (Outerforge).
It is large but only the 4 center tiles collide. It can float.

⚠ Note: Unlock items don’t check if you have the tech and are consumed regardless, they will unlock and equip the tech if used.

Alternative:
With bk3k’sTech Helper, techs will appear costing 150 tech cards minimum on the tech menu.
If your tech UI breaks with the above mod, use bk3k’sPriority Fix.

Compatibility
Tested with 400+ mods, all work fine except Community Weapons Modpack, it uses the same item ID for the crafting station, patch here.

Multiplayer
Fully compatible and tested. Built on vanilla Starbound techs (Rocket Jump / Blink) so it might work even if others don’t have the mod, though with all the new additions I'm not so sure anymore.

Patch customization (semi-obsolete)
These patches still change the initial state but after using the wing customization tuner they will be overwritten for its user (with the new tuner you can now have more personal customizations for wings aside from colors).

1. Idle Wings — Always visible wings.

2. Player-Only Wings — Always visible but disabled during morph/tech use.

3. No Afterimages

4. No Particles

#2 overrides #1 if both are installed, all patches are compatible with each other.

Known possible issue
Wings render behind player's back items always due to its hard coded position.

Removal
Unequip techs before removing the mod. Otherwise, characters will break until the tech is removed (OpenStarbound has fixed this).

Permissions

You’re free to use anything from this mod; credit is appreciated, and if possible, link back to this Workshop page.

If there are any errors, just tell me and I'll patch it up.
45 Comments
strange botkiller queerfur 13 Oct @ 11:09am 
great
now i can be a biblically accurate angel :)
ACE 12 Oct @ 9:18am 
ok yeah now the wings have more resistance to weight effects, thank you 🙏
oh also congrats on being the "Most Popular" tab 🥳
Mark.P  [author] 11 Oct @ 10:51am 
Yes, the modpack I tested with has FU installed as well. Until now, all mods besides the Community Weapons Modpack, which is an old mod, don't have compatibility issues.
赛德希 11 Oct @ 8:40am 
May I ask if it can be used on FU? I didn't see a purchase option on FU.
Mark.P  [author] 10 Oct @ 3:25pm 
Updated, now if there is a mod that rises weight you can raise force applied to fly anyway, also did a test with 400+ mods installed and everything is working, only the patch up there is needed for that specific mod.
Mark.P  [author] 10 Oct @ 10:02am 
The wings apply force to the player, so gravity can in fact win. I'm updating it right now with a control function; this way you can fight gravity with it without having to use buffs to keep the player afloat.
ACE 9 Oct @ 7:13am 
Awesome mod, but the wings are coded so when you float, the gravity is just 0, yes? because the other mod i have, that affects the gravity(weight) of the player makes that wings are just slowing down your fall instad of flight. Again, awesome mod :P
hey will this work on satutarians mod if not ummm i kinda need that
Mark.P  [author] 4 Oct @ 5:13pm 
I'll look up the error on frackin. As for the costs, I chose them based on difficulty and what players would want. That's why Flight only uses 1 solarium (the player just got to tier 6), but I based the ones from Omniblink on the amount of pixels I used for the art. It made no sense at the start, but when I compared it to its usability and if people really wanted it compared to the wing, I left it as it was; its derivatives were based on it, and the quantum blink was just what was left to get to a full number from the sum of the others in the recipe.
Kaibyo 4 Oct @ 12:09pm 
I have to ask: how did you figure out the material costs for the wings and blink? I could never balance the cost with techs like those—I would end up either making them too expensive or too cheap. XD