Starbound

Starbound

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Mech Compatibility Loader
   
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161.890 KB
Nov 23, 2024 @ 5:38pm
Jan 3 @ 6:01pm
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Mech Compatibility Loader

In 1 collection by FelmastProMcLane
Mech Core - Main Mods
12 items
Description
Contains the script loader for the config.
Does not replace "modularmech.lua"
This mod should be compatible with any mech mods.
Contains a fix for modded arms that gave an error with "Mech Overhaul" or "FU". (getArmPower in log)

Available script slots:
  • File location: /vehicles/modularmech/custom/mech_compat_list.config
  • modularmech: modularmech.lua, and any script that you want to be added unto it.
  • modularmecharmsBase: base.lua, and any script that you want to be added unto it .(Details in discussion)
  • modularmecharms: the specific arm.lua, and any script that you want to be added unto it. (Details in discussion)

  • modularmechNPCarmsBase: base.lua, and any script that you want to be added unto it .(Details in discussion)
  • modularmechNPCarms: the specific arm.lua, and any script that you want to be added unto it. (Details in discussion)

  • mechpartbuilder: Allows mods to patch in lua files into the "mechpartbuilder.lua" item buildscript. Contains a base script that is compatible with Vanilla, Mech Overhaul and FU if you wanna check it.

Utilities:
  • self.hasMechOverhaul: If it has "Mech Overhaul" installed.
  • self.hasFU: If it has "Frakin Universe" installed.
  • self.isNPC: If the driver is an NPC, for "NPC Mechs" related stuff. Doesn't work yet, still needs a replacement script as NPC Mechs' is not done via patches.(Code here is ready)

Considerations:
  • Mech arms scriptsl: Check in-code before modifying them, because arms have a secondary arm script above "base", so maybe a "beamarm" or "gatlingarm" or many other types.
  • Hooking damage changes to "BeamArm" or any arm with "damageSources" has to be done in the "player/deployment" script, druing "MechPartManager:partConfig" function, or similar.
  • self.hasFU: May not work as intended, I have a very old FU version to compare it to.


Uninstalling
Yes, it won't break anything, any scripts loaded via this mod won't work anymore, default behavior will resume. (Vanilla, FU or Mech Overhaul)
Popular Discussions View All (1)
0
Nov 23, 2024 @ 9:57pm
Mech Arms Hooking
FelmastProMcLane
10 Comments
KurogitsunE Mar 28 @ 4:20pm 
For some reason, the game does not start with FU, there are only these 2 mods and FU - and the game does not go beyond the screensaver to the desktop.
Silver Sokolova Feb 11 @ 2:16am 
@FelmastProMcLane the mod that caused the missing mech beacon had the issue fixed in an update that's been out for a while
FelmastProMcLane  [author] Jan 4 @ 12:11pm 
I'm trying to find out why.
AgentKirin Jan 4 @ 11:50am 
I'm not entirely sure which of the mods is causing it, but the lil arrow that points you to the beacon no longer appears. Is this fixable? It's not game-breaking, but it'd be nice to have that back.
mashtong54 Dec 28, 2024 @ 5:55am 
hey i got a idea fora two new mods lets add a openrpg bolder lands 2 stat sacling sheld mod and a openrpg mech stait scaling mod as well. the open rpg mod devpoer was giong to add mech sait scaling but never got aronud to it. also this mod addon what soemthing that the open rpg mod devpoer was exaclty wating for before they stoped open rpg starbonud mod devpoment by the way. so i think we should make thsoe two mods. also open rpg and boderland 2 shelds sait codes should also should work together with the staits as a seprate mod for open rpg and boderlands two random shellds users. bescue sheld health and aother sheld saits for open rpg and bordler lands two with fraken universe and heck even gic use the same kind of overlaping game code so just adding open rpg stait scaling for borderlands shelds for starbound would just need a mod
mashtong54 Dec 28, 2024 @ 5:33am 
hey try uninsalling and reainsatling the mech core compblty mod and mech combaplty laoder mods that seams to work. also i will deltie the rants
FelmastProMcLane  [author] Dec 14, 2024 @ 4:05pm 
Body: Venturer (Vanilla)
Boosters: Swansong (Vanilla? or a mod that enables them)
Legs: Ronin (XS mechs)
Arm 1: Lassgun (Dreadnought mech)
Arm 2: Gatling gun (XS mechs)
DeceasedBrain (trueidiot_YT) Dec 14, 2024 @ 3:52pm 
that mech in the thumbnail looks good how did you achieve this mech look
FelmastProMcLane  [author] Nov 26, 2024 @ 12:27pm 
Any specific techs or all of them?
And if possible, a log file after trying to use techs
Tefnut Nov 26, 2024 @ 12:17pm 
I've noted either this mod or the other one interconnected has caused Techs to stop working altogether with my modlist. Though it may be a compatability issue with any of the several tonnes of mods i use