675 ratings
Weapon Fusion Station
File Size
0.238 MB
Aug 10, 2016 @ 7:30pm
Aug 31, 2016 @ 7:25am
12 Change Notes ( view )

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Weapon Fusion Station


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.

- 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)

- 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[]
- Link to My other mod, with HugoRoxas, Weapon Reinforcer here

- 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

- tempory fix for grenade launchers crashing

- tiny type fix that brokoe 1 handed fusions

- 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

- 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

- 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

- 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)

- 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)

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

v0.8 - initial release
- support for most melee weapons
Popular Discussions View All (5)
May 26 @ 11:00am
Nov 2, 2016 @ 8:21am
Is This Balanced?
May 4 @ 3:48pm
cross-type fusion
i like trains
< >
Atreyis Lortani 2 hours ago 
@Tanis80: There's no point making an armor version. Armor doesn't have special abilities. If you want the appearance of a different armor then use the "social" slots like everyone else.
NoBop2000 May 19 @ 11:36pm 
Time to mix nox's swords ability with the Occulus Reaver. A sword made of living flesh that shoots lazers. Has modding gone too far? or not far enough?
Memeboy Advance May 5 @ 11:08pm 
Mind if I make a suggestion? On a lot of custom ranged weaponry with special projectiles (For example, the "Elder Disruptor" gun from Frackin Universe), the way the projectile acts/looks is tied to the "appearance" checkbox. I'm not sure if it's possible, but could you maybe add a checkbox in gun customization that allows you to pick which weapon's projectile you want?
tanis80 May 2 @ 4:06pm 
Could you make a armour fusion as well?
Archer_Night24 Apr 24 @ 2:52pm 
Qu'est-ce que c'est frustrant! J'ai découvert que certaines fusions avec des armes du même type et quand vous y ajouté une sans élément, puis une avec élément (c'est une théorie, mais je ne suis pas sûr) faient "une erreur est survenu". À cause de ça, j'ai dû ne plus l'utilisé l'arme que j'avais et pour de bon.

J'espère que vous feriez une correction. Maintenant je crains de fusionner des choses et qui peuvent donner une erreur de jeu.
PapaIzen Apr 16 @ 4:45am 
guys you cant expect them to be perfect deal with what you got rn and maybe theyll update it.
Parks_XIN Apr 15 @ 6:29pm 
It dosen't work at bows :(
Hathena Apr 12 @ 3:49am 
can't fuse unique weapons :(
[SMC]Yul#DaftPunk Apr 1 @ 10:21am 
it breaks kluexstaff's rage zone
Skyforged Silver Hunter Mar 19 @ 7:10am 
it would be a rly great thing if you could add shields too