Starbound

Starbound

Alpha Ammo
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
Ted 21 Aug @ 1:45pm 
This is WILD. Please do this well and keep it updated. I've been waiting for guns with ammo since Alpha Starbound. Absolutely awesome.
Alpha Drako  [author] 7 Jul @ 5:28pm 
Hello Myta! The ammo mechanics are only available for vanilla guns for now, I'm still thinking about adding compatibility for other mods, but in general it's a very simple patch to do, and if it's something that modders are interested in I can even add a step-by-step guide to explain how to do it.

Anyway, I don't think it's going to break anything using Frackin together with Alpha Ammo, although I don't think it's that recommended, since I imagine some of their weapons already have some kind of ammo system, or something like that. Thanks a lot for the comment by the way =)
Alpha Drako  [author] 7 Jul @ 5:26pm 
hey Zzienuet, it's probably FU compatible, but it will only affect vanilla guns. All generic vanilla guns, like pistols and grenade launchers are affected, also some unique weapons too, but the mod doesn't yet cover weapons added by other mods. That said, it's probably compatible, but it's worth testing =)
Myta 7 Jul @ 10:20am 
Does the ammo mechanic work for Non-vanilla weapons such as weapons added by let's say Frackin' Universe or Copyright Infringement Mod?
Zzlenuet 7 Jul @ 9:59am 
Is it FU compatibility?
Alpha Drako  [author] 27 Jun @ 3:53pm 
Of course! I know how Avali actually is a very traditional and vanilla-like race, so it was always one of my main priorities when it comes to compatibility. I'll definitely take a look at that soon =)
lechkingofdead 27 Jun @ 1:33pm 
they do just basicly have basic gun stuff aside from crafting. among other things, you proably can add em to a few of ya mods. sense they rather basic as a mod being mostly a faction few adds nothing heavly altering. (could even do the gene mod maybe)
Alpha Drako  [author] 27 Jun @ 1:06pm 
Hey Lechkingofdead! For now it only affects the vanilla guns. The main reason why I don't want to do it with modded weapons is because somehow it makes me feel like I'm changing the original idea of a modder who wants the weapon to work in someway haha. That said, I'm planning to do compatibility with avali for Alpha Ship, and I'll take a look how their weapons work and the possibility of compatibility with Alpha Ammo too! Thanks a lot for the comment =)
lechkingofdead 27 Jun @ 11:52am 
i have a heavy use of avali manufactored guns (just the base mods stuff) and would this effect in anyway or just the randomguns i find as im hoping i can use it with em because i rather have energy be used for melee and other things. (ngl this inadvetently was a quite grife i had with starbound for ages.)
Alpha Drako  [author] 24 Jun @ 3:54pm 
Of course, I'll be glad in help with that!! It might be useful to explain how the mod works as well:

Basically what I did was create patches for all the vanilla generic weapons, like assault rifles, pistols, machine pistols, and others like that. These patches add some parameters that a script uses to manage ammunition, recycling the durability system that we find in pickaxes, for example.

This script I mentioned is an altered version of gunfire, which is the script that manages the most basic functions of the guns, but since I don't alter the original gunfire.lua, but just create a patch for the weapons instead of using it, using the edited version, it shouldn't cause any conflict with other mods.

I also do the same way for some unique weapons, making "instead use that script, it should use that other one". That way only the generic and the unique guns I changed should be affected, and none of the other modders weapons that are based on gunfire.lua will feel any different =)
Star_Fighter 24 Jun @ 2:14pm 
Oh! Thats a bit unexpected. I'll see if i can find anything else in my pack that alters guns in a way. I'll report new infos into your thread once i find something :)
Alpha Drako  [author] 24 Jun @ 10:04am 
Oh, that's very weird Star! I tested with BetaBound and everything is just working nicely o.o. I'm literally at the ship, with a generic Novakid testing guns, and every single one are working just fine =)
Alpha Drako  [author] 24 Jun @ 9:52am 
Oh, dang, pretty sad for it Star. I'll take a look indeed. I was pretty worried about BetaBound indeed. I kinda have some ideas of what's happening, and I'm pretty sure it's about the secondary habilities, maybe. I'll open the topic for get logs, but I'm pretty sure it will be better if I download BetaBound and try myself to make it compatible. Sorry again about the bugs =,)
Star_Fighter 24 Jun @ 7:07am 
Very much like the idea of Ammo and the implementations though, so i hope you can look into these :)
Star_Fighter 24 Jun @ 7:05am 
other modded guns are not affected by the bug.
Star_Fighter 24 Jun @ 7:04am 
A lot, if not all guns affected break with other mods. The first one that comes to my mind is BetaBound, because it changes some gun behaviours as well.
Both guns that do and dont need ammo in your mod just freeze in place and dont shoot anything
Star_Fighter 24 Jun @ 6:51am 
time for some more compat testing xd
Alpha Drako  [author] 22 Jun @ 3:03pm 
💚💚💚💚💚💚
Hibrido 22 Jun @ 2:57pm 
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