Starbound

Starbound

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Tactical Weapons
   
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Jul 30, 2016 @ 12:03pm
Aug 5, 2016 @ 12:28pm
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Tactical Weapons

Description
Adds various trap-based weapons with new mechanics, and improves those that exist in the base game. The aim of this mod is to provide more and better strategic depth in combat.

This mod changes the following default items:
Remote Grenade Launcher
  • Grenades now last 10 minutes before exploding naturally.
  • A maximum of 8 grenades can be placed at once; if any more are placed, the oldest grenade will explode.

This mod adds the following new items:
Mine Launcher - New Weapon Class, 1-handed
  • An entirely new weapon type that spawns with other random ranged weapons.
  • Has three possible projectile types:
  • - Proximity mines simply explode when an enemy approaches.
  • - Hopper mines jump up in the air and explode a half second later when triggered, giving an advantage against flying enemies and helping some elemental types work their magic.
  • - Air mines hang in the air a short distance away from their firing point and chase enemies that pass nearby, exploding when they get close.
  • Has eight possible elemental types, three of which are completely new:
  • - Normal, Poison, Electric, Ice, Fire - the usual.
  • - High Explosive - greatly increased explosion radius and knockback.
  • - Cluster - spawns several smaller bombs on detonation.
  • - Shrapnel - spits out a bunch of bouncy sharp things instead of exploding.
  • Mines last 10 minutes before exploding.
  • A maximum of 8 mines can be placed at once from any one mine launcher; if any more are placed, the oldest mine will explode.
  • The following outstanding bugs exist with Mine Launchers:
  • - Projectiles are not destroyed when a mine launcher is trashed. Low severity; may never be fixed.
  • - Several stats have not been passed over and may be unbalanced.
Bear Trap - Throwable
  • A spring-loaded trap designed to immobilize enemies.
  • When thrown, flies in an arc and lands on the ground, arming itself only on collision with terrain.
  • When armed, any enemy that passes very close will trigger the bear trap, triggering the Bear Trap status effect on any nearby enemies. Bear traps last 10 minutes before disappearing.
  • This status effect will completely immobilize an enemy for 10 seconds and deal 10% of its health in damage over this time.
  • Bear traps will not work on stun-immune enemies.
  • Craftable at an Anvil or its upgrades with 1 Silver Bar, 2 Iron Bar.
Rollermine - Throwable
  • A large metal ball containing powerful motors and a simple motion tracker.
  • When thrown, rolls along the ground in a holding pattern until it detects a nearby enemy.
  • Once an enemy is locked, the rollermine will follow it, jumping to clear obstacles and reach low-flying enemies, dealing 5 damage on contact until it dies or until the rollermine disappears after one minute.
  • Craftable 3-at-a-time at a Forge or its upgrades for 1 Silicon Board, 2 Iron Bar, 10 Copper Wire.
  • Rollermines are still highly experimental and have several known bugs:
  • - Rollermines are not animated properly and appear to simply slide along the ground.
  • - Tracking/obstacle clearing code is still unpolished; rollermines may get stuck or otherwise fail to track targets.
Satchel Charge - Throwable
  • A bag full of bombs.
  • When thrown, will remain on the ground for 10 minutes before exploding on its own.
  • Use with a Detonator to explode immediately.
  • Craftable at a Forge for 2 Volatile Powder, 5 Copper Wires, 2 Fabric.
Detonator - Unique Weapon
  • A radio transmitter designed to send one signal and one signal only: "explode".
  • Use to detonate any detonatable projectiles or objects within a 128-tile radius.
  • Craftable at a Forge for 2 Iron Bars, 5 Copper Wires, 1 Silicon Board, 1 AA Battery.
Trap Disarming Kit - Unique Weapon
  • A set of tools designed to safely (read: in an unexploded fashion) retrieve armed traps and explosives.
  • Use to return any detonatable projectiles and objects (with the exception of Rollermines) on the ground within a 4-tile radius as items.
  • Craftable at an Anvil for 1 Iron Bar, 2 Copper Bars, 3 String, 5 Fabric.

The following weapons or tweaks are planned:
  • New throwable/placeable traps
  • Splitting rocket launchers/beams
  • Turn the Remote Grenade Launcher into a random weapon ability (tentative)
  • Elemental colors for airmines
53 Comments
Lyrico8 Sep 5, 2021 @ 2:18am 
What makes me a good demoman?
TheDestroyer May 10, 2020 @ 1:20pm 
Can anyone confirm this works and is compatible with FU?
Blehh..... Aug 24, 2019 @ 7:25pm 
Blehh..... Jul 3, 2019 @ 1:49am 
The trap disarming kit doesn't work on landmines.....
☠︎GM☠ Feb 24, 2019 @ 8:36pm 
mod link? need hero for modific this mod more beter need this mod link not steam pls :cleanhourglass:
ur h4ndz my sk1rt? Jan 21, 2019 @ 1:22am 
yo can you make more movement impairing traps like the bear trap? i'm doing a mostly pacifist run so i'd love to be able to stun enemies and get away err- something
warmainiac Jan 1, 2019 @ 8:02am 
i dont know if you may notice. (and video has been out for a while) but this youtube video features some weapon mods. it also includes this mod in it. up to you if you want to put it in https://www.youtube.com/watch?v=DnmkLyX_tq0 (in description: Tactical Weapons v2.2 by ThinkInvisible: http://steamcommunity.com/sharedfiles...)
smartest rock alive Aug 20, 2018 @ 3:37pm 
what are the names for spawning the weapons?
16BitPotato Jul 26, 2018 @ 8:37pm 
Seems to be causing crashes for me, anybody else?
16BitPotato Jul 26, 2018 @ 8:20pm 
It appears to work in 1.3.3