460 ratings
Avali Rocket Launcher + Misc Stuff
File Size
0.129 MB
Aug 1, 2016 @ 6:07pm
Jun 9, 2017 @ 1:36pm
6 Change Notes ( view )

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Avali Rocket Launcher + Misc Stuff

*This is a reupload to the Steam Workshop - the original source of my mod can be found here:

[NOTE]: This mod *requires* the up-to-date version Avali Race mod (the game will CTD without it), found here:

[06/09/17] (v1.16):
- Attempted fix for the projectile name duplicate type error.


Adds an Avali-themed Rocket Launcher to the game (as well as a few miscellaneous extras):
- Custom Sprites
- Custom Projectiles
- Only one tier for the moment (end-game level)
- Custom special effect (Shrapnel Missile - explodes into a shower of white-hot aerogel shards).

Also includes an Avali spear based off of the "unplayable" weapon rack spear - uses the "Barrier" Special Ability.

...And an "Avali Climbing Axe", based off of the Ice Axe.

*This is essentially a grappling hook with no line functionally - I just thought it was fun to play around with the Ice Axe (*which has now been removed from the vanilla game), and wanted to make an Avali-themed version.

[NEW 08/03/16]:

Added a new cosmetic head armor piece called the Datafeed Headset, based off of the tier 1 human head armor Scouter's Visor, crafted at the Avali Nanoloom.

Click "Subscribe" - done.

Avali Lore:
In the strictest sense, this is not technically canon. The Avali never used Rocket Launchers.
However, unlike with my Avali Tech Bow mod, I'm not going to attempt a weak rationalization. Suffice it to say that I think it's perfectly reasonable to assume the Avali could see the merit and utility in a modern weapon like a Rocket Launcher and create their own adaptations based on other races' versions...

If this doesn't suit you, then no one is forcing you to download it. I made this because I like using Rocket Launchers in Starbound, and also because it was the only weapon type lacking an Avali version.

How to Get:
You can craft the Rocket Launcher and Spear at the Avali Weapon Workbench, and the Climbing Axe and the Datafeed Headset at the Avali Nanolathe:

[Weapon Workbench]:

RL6 Firedart:
-30 Refined Aegisalt
-10 Solarium Stars
-25 Titanium Panels
-10 Graphene
-10 Aerogel

VL10-FR Icicle:
-20 Refined Violium
-10 Solarium Stars
-15 Titanium Panels
-10 Graphene
-10 Aerogel


Avali Climbing Axe:
-20 Durasteel Bars
-20 Graphene
-10 Aerogel

Datafeed Headset:
- 1 Iron Bar
- 2 Aerogel
- 6 Graphene


*These recipes are subject to possible changes in the future!


Q: Will you be adding more types of Rocket Launchers or Projectiles?
A: I will possibly add some different projectile effect versions at some point, but I have no plans to make more Rocket Launcher sprites.
*I already have a set of various elemental rocket projectiles sprites made for if I decide to do this.

Q: If you add more tiers, will you also add subtle visual changes between the tiers for the Rocket Launcher, like the default Avali weapons?
A: Nah. Only the melee weapons for the Avali do this - all the guns do not..

Q: The Rocket Launcher and/or Spear are a bit unbalanced, will you fix this?
A: I legitimately tried to balance them this time, and don't have any major plans to alter anything at the moment (unless something game-breaking comes up).

Q: The Rocket Launcher's base DPS is higher than all other level 6 rocket launchers, why isn't it the same?
A: I had two main reasons why I made it slightly higher - the projectiles have no knockback, and their hitboxes are so small (and their speed/acceleration so high) that they are a lot harder to aim than the base game's rockets.
I felt this balanced out well, and have no plans to alter the base DPS further (at least until Chucklefish inevitably does yet another weaponry overhaul of course...).

Known Bugs/Issues:
-The Rocket Launcher's projectiles have no knockback effect. I honestly gave up on trying to figure out why after MANY attempts.

*Unless someone can tell me definitively what is wrong and how to fix it, I'm not going to worry about it - this Rocket Launcher fires a lot faster than the vanilla ones do anyways, so it all balances out in my opinion

Future Plans:
Not much beyond bug fixes and version updates (and whatever I feel like making at any given time).

Please don't use these assets without my permission. I'm almost certainly going to give you permission to use them (so long as you credit me as the creator), I'd just like you to ask me first!

[06/08/17] (v1.15):
- Fixed the crafting recipes causing errors (base Avali mod changed their item name for "graphene" to "avaligraphene" for whatever reason).

[08/18/16] (v1.14):
- Fixed the Datafeed Headset's recipe.
- The Datafeed Headset has been moved to the Avali Nanolathe, and has had it's recipe altered (see description).

[08/06/16] (v1.13):
- Fixed the rocket launcher's main attack damage. It's now properly doing the correct amount of electrical damage, as well as 17-ish physical damage for some reason I cannot find out.
- Failed to figure out why the Datafeed Headset doesn't show up in the Nanoloom - code looks perfectly fine to me. Just use the /admin command to make the recipe show up for now (make sure to do /admin again when you're done crafting it).

[08/03/16] (v1.12):
- Added a new cosmetic head armor piece called the Datafeed Headset, based off of the tier 1 human head armor Scouter's Visor (see description for details).
< >
DIO Jan 27 @ 3:03am 
KEVINSKH Jan 11 @ 5:37pm 
Catifies Oct 13, 2018 @ 1:04pm 
Jusey1 Jun 26, 2018 @ 11:06am 
Just wanna let you know that I have finished the reskinned and made sure it doesn't require the Avali mod for people who don't want it but also made sure that it doesn't conflicts with your mod at all. If you wanna check it out, go ahead. I already updated my mod with the new weapon.
Ulithium_Dragon  [author] Jun 25, 2018 @ 9:53pm 
Iirc the game doesn't like it when two different mods have files named the same thing. This applies to everything: items, special effects, weapons, races, etc.

If you were going to try and merge the Avali race mod, you'd need to change the internal name of every single asset to make it not conflict with the original.

Just require the avali race for your mod - it won't break anything, and the only affect it would have on people who don't plan to use the race for their character is that you might bump into an avali village every now and then (but they're quite rare).
Jusey1 Jun 25, 2018 @ 9:08pm 
So, I was looking at the files and I don't think I can do it without causing conflict issues. I'm trying to make it so that my mod doesn't require the Avali race at all as well (I just want it to support the race).

Sadly, I kinda failed horribly.
Ulithium_Dragon  [author] Jun 25, 2018 @ 8:11pm 
@Jusey1 Go right ahead, I don't mind. :]
Jusey1 Jun 25, 2018 @ 7:35pm 
Greetings, so I do actually really love your weapons and what not but wanna ask...

I have a fun little mod that is Zaros themed (god from RuneScape) and it does have Avali specific items. I wanted to make a Zaros themed rocket launcher based on your design to give the Avali their own Ancient weapon to use to match the armor that they have.

If you're interested to lend a hand or at least give me permission, then it'll be very well appreciated. Otherwise, I don't mind being denied.
Ulithium_Dragon  [author] Jun 13, 2018 @ 11:40am 
@Funtime Cephei I have no idea what an item ID even is in this context. Are you asking for the internal itemName? Because I'm not aware of items being given numberical IDs. If they are, it must be done at runtime, and be dependant on your mod list and load order.

If the itemName is good enough, then are: "avalitier6rpg", "avalirpg", "avalitier10bspear", "avaliclimbingaxe", and "DatafeedHeadset".

If you need more information than this, you can always manually download this mod off of the Chucklefish forums and look at the .json files yourself (link is at the top of the description here).
HAK-DOS Jun 13, 2018 @ 7:02am 
This might sound silly, but can we have a list of IDs? I recently had a mod of mine update, but for some reason that broke all the crafting of the item.