Starbound

Starbound

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Weapon Fusion Station
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10 Aug, 2016 @ 7:30pm
31 Aug, 2016 @ 7:25am
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Weapon Fusion Station

Description
Description

Ever wanted to transfer a weapon's Special Ability to another weapon?
Ever loved the look of a weapon but had to sell or store it because you got a better weapon?
Ever wanted to rename a weapon you got?

If you said yes to any of those questions then this mod is for you!!

The Weapon Fusion Station lets you combine two weapons of the same type.

You get to pick which look & special you want between the two and you can also rename the combined weapon.

Go get your favourite and faboulous weapons back from the dusty shelf you left them in and put them to good use again!!

Overview (how-to use)
- craft a Weapon Fusion station at an Inventor's table with 1 diamond, or 3 for a smaller variant,
- place the station and interact with it,
- You'll need 2 weapons of the same type in order for the fusion to work,
- Some options will appear for you to choose from,
- Pick which options you want from the weapons, wether you'll want the visual from weapon A, the elemental type from weapon B, etc,
- Click the Infuse button and the merged weapon will spawn on the 3rd slot.

Features
Current:
- Change the look, elemental type, special ability, primary ability or name of all your weapons
- Works on vanilla generated, crafted and unique weapons (melee, ranged, magic).
-[NEW] Works with all modded weapons!
- Works with mods that add new weapon parts, new abilities and new elemental types
- There is 10% Chance for the Infused weapon to be 1 tier stronger than the weapons placed.(the greater the difference between the weapons levels, the lower the chance)

Suggested:
- randomize look of infused weapon
- rename only

Special thanks to:
- Peelz (author of Create-a-Friend) for permission to use his mod as inspiration;
- everyone in the Starbound Modding IRC that helped me solve my lua code errors/bugs/doubts (Zoomah, specially that root function, saved me tons of work);
- Chuckefish for making StarBound.

Other Useful Info:
- Link for this mod's page at the Starbound forums can be found here[community.playstarbound.com]
- Link to My other mod, with HugoRoxas, Weapon Reinforcer here

changelog
v2.2
- fixed bug with specials not transfering
- proper support for unique special attacks, you can now transfer Empowerment, Scout eye, etc between any weapon of that type
- other bugfixes

v2.1.2
- tempory fix for grenade launchers crashing

v2.1.1
- tiny type fix that brokoe 1 handed fusions

v2.1
- fixed aegisalt and adaptable bow crashing
- fixed elementalType being only visual and not applying the status effects (on melee only, rest comes in next update)
- fixed reinforce level (from Weapon reinforcer mod) not being correctly calculated, now it will decrease a bit for each tier difference between weapons if the lower tiered weapon has higher reinforce level
- fixed some uniqueSpecials from messing up fused weapons, namely the Time Pierce, Oculus reaver and Protectors Blade, for now they wont allow their specials to be transfered, but they can get specials from other weapons and then pass those too

v2.0 - MOD Support
- added support for all weapons from all mods,
- change and cleaned code quite a bit, making it easier to support all mods at same time, might have a few bugs, report them with as much detail as you can (which weapons, from which mods)
- fixed bugs that some people reported, like the incorrect level infusion on a few occasions, and some other that happened during updating,
- added proper support for the Weapon Reinforcer mod, depending on the weapon level and reinforce level of the weapons, the final weapon might lose a few reinforce levels.
- changed the station image

v1.0.1
- so focused on fixing violium and adding uniques that i bugged all other xD, all is good now :)
- added version number to bottom right of GUI

v1.0
- added support for all vanilla unique weapons that make sense to be infusable (like Solus Katana, Asoterusaberu DX, etc); those with really unique "mechanics/movesets" aren't and won't be supported (like Gnome Gun, Tentacle Gun, Oculus Reaver, Magnorbs, etc)
- added addition failsafe checks to prevent the mod from crashing the game
- fixed bug with small panel not appearing in the inventors table
- fixed bug with all crafted weapons, most importantly the violium one.
- fixed bug with the rarity selection
- fixed bug with the level calculation

v0.9.7
- added some more failchecks, it should be pretty much impossible to crash/bug the game using the mod (unless i missed some tiny thing, im human after all :p)
- it is now possible to transfer some specials attacks from unique weapons to generated ones, it is a one way transfer, you will lose your unique weapon in the process so only do this if all you want is the special, if you want the visual then wait a bit longer please.
- changed the User Interface a bit (weapons with more dps on the left. auto hide checkboxes for unique stuff that cant be transfered yet, switched to checkboxes instead of the X button - thanks V6- )
- added a 2x2 station variant, still crafted at the Inventor's but for 3 diamond instead of 1, original station still costs one.(new icon/sprite in the making)

v0.9.5
- Support for all crafted weapons
- Support for all generated weapons
- Support for modded abilities, specials and element types
- added safe checks that prevent unique and unsupported weapons from being infused.
- buffed max % chance of improving level/tier by 1 to 15% when infusing a weapon.(limited time - lasts until next update)

v0.9
- Support for all vanilla generated weapon types (melee, ranged, magic)

v0.8 - initial release
- support for most melee weapons
Popular Discussions View All (8)
83
5 May @ 5:08am
PINNED: Post Bugs HERE
DarkNekku
11
29 Mar, 2019 @ 9:17pm
Is This Balanced?
UdderlyEvelyn
8
10 Nov, 2017 @ 9:02am
cross-type fusion
gog
552 Comments
Frith Prey 25 Nov @ 7:30pm 
Sadly, this breaks the Kluex Staff. :glitch:
However, technically you can still fuse it into another staff, but it might be a bit weird.
Blackjack 23 Jun @ 7:16am 
@grug gaming
That... that is definitely a bit odd. I have noticed that it doesn't always work well with unique weapons, which the Protectorate Broadsword is one of. It works 90%+ of the time in my experience, but, thanks to different mod lists and all, results may vary.
grug gaming 22 Jun @ 11:16pm 
Huh weird. I put in a protectorate broadsword on one side (DPS 50 or 60 can't remember) and the finished weapon came out with 35.
Blackjack 22 Jun @ 5:39pm 
@grug gaming
Generally, yes. There's some weird edge cases, but the DPS is usually determined by the level of the weapon, and it keeps the higher stats associated with whichever is a higher level. Long story short, it doesn't *explicitly* keep the DPS as far as I can tell, but it does keep all the stuff that makes that DPS and therefore has the same DPS, yeah.
grug gaming 20 Jun @ 4:01pm 
Do fused weapons just take the biggest DPS of the two?
Super Brasilis 17 Sep, 2023 @ 5:49pm 
Unfortunately some weapons compatibility are glitched and result in a not functional weapon, so the best thing to not get weapon loss is to make a prototype before the final wepon, and yes if you merge a very good gun with a bad gun you will get sometimes a bad result so merge weapons wisely, eh?
Prisma 12 Aug, 2022 @ 7:26am 
is there a max amount they can be fused? i find i always get tons of broadswords can i layer fusions and fuse them all?

lastly it would be great if you added in a damage combining mechanic?

for example: if i get a pistol that looks great but it only does 1 damage and i have another pistol that does 1.5 but isnt overly appealing to the eye, i want to be able to make a good looking pistol with higher damage same as broadswords spears etc. (mostly limited to weapons with atk under 10 to keep it from becoming too op, also helpful for early game)
Silverfrost 7 Jul, 2022 @ 10:53pm 
currently playing on FU.. uh version? the newest.
it seems i am unable to merge Quarterstaves from Vanilla with Quarterstaves from FU.
all other weapon types seem to work?

also: Attempting o merge the Pyrite Lance with an Irridum spear (only taking over the Rocket spear ability) seems to turn the result into "Generic item"??

i just want a decent weapon with "Rocket spear"
my one wish, denied... ah

also. when you want to keep a "counts as X set bonus" keeping the "Visual" of desired weapon works.

Primary attack has had s far no changes on anything (i assume only changes Guns and Staffs/Wand attacks)
Blackjack 3 Jul, 2022 @ 3:15am 
I don't seem to be able to combine two different shields. Is this intended, or is a bug of some kind? They're both from vanilla, and I've tried with several different vanilla shields and copies, so I'm not sure what's up with that.
Duxtorm 1 Jul, 2022 @ 3:38am 
Hey, I don't suppose it would be possible to add another option to the fusion panel.
The ability to pick which weapon has primary Damage per shot/swing + Rate of Fire?
Not separately of course as that would be op, but I've lost the good damage from a few weapons.. it doesn't seem to prioritise the damage from either side, it seems to pick at random