Starbound

Starbound

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Combinable Augments
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0.322 MB
Aug 6, 2016 @ 11:50pm
Mar 25, 2020 @ 8:47pm
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Combinable Augments

Description
Combinable Augments
Combinable augments allows you to combine all of your augments, collars and fishing lures into a single piece of mastery.

1 Augment to rule them all, this is the goal of this mod.

What can you do?
- Combine epp augments together
- Combine epps together to merge epps or upgrate to a new level of epp (the output epp type corresponds to the epp on the right)
- Combine epps with augments to give them more augments
- Combine collar augments together
- Combine filled capture pod with collars to give them more collars
- Extract augments or collars out of epps, filled capture pods, combined augments or combined collars
- Extract specific augments or collars out of epps, filled capture pods, combined augments or combined collars
- Extract all augments or collars out of epps, filled capture pods, combined augments or combined collars
- Manage augments from armors when using mods that add augment slots to armors

To merge augments
You'll have to craft an augment combiner.
You'll need a fully upgraded inventor table (architect table)

To craft it you'll need:
- 10 durasteel bars
- 5 silver bars
- 2 silicone board
- 10 wire
- 1 battery

Can i combine/extract from augment comaptible armors from mod X
yes

is this compatible with augments from X mod?
The short answer is yes,



The long answer goes like this:

When it comes to combining non-vanilla augments:
There should never be any issue.

When it comes to extracting non-vanilla augments from combined augments:
There should never be any issue.

When it comes to extracting non-vanilla augments which were applied using a right-click:
When a player applies an augment, collar, reel or lure to an item using a right-click, the game does not save any identifying reference to the applied item. It does save some information, but the information saved cannot be used to guarantee an identification. Our solution to this problem is simple: using some of the information saved to by the game, we make a guess on which augment it's most likely to be. To accomplish this, we have combed though vanilla and modded assets to find as many augments to create an index which contains information which is unique to most augments. If we cannot establish a match though our index, we create a "vanilla compatible item". For all intent and purposes the created augment will be identical to the original item. The only issue which may arise from these vanilla compatible items occurs when you uninstall the mod which added the original augment. Since the image asset and status effect provided for the item no longer exist, this may cause them to turn into Perfectly Generic Item. This is an edge case which is unlikely to occur, but we prefer warning users of this potential issue.
Popular Discussions View All (10)
22
Jan 5, 2020 @ 4:51am
PINNED: Suggestions/Ideas thread
C0bra5
10
Aug 2, 2020 @ 1:16pm
Possible issue?
Fevix
6
Jun 4, 2018 @ 12:31am
What if I said... I want to uncombine augments?
Darkmega
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393 Comments
C0bra5  [author] Mar 17 @ 2:43pm 
honestly i'm not sure why, i remember there was something making it impossible a long time ago and going back to the files, i don't see why it was, i might give it a shot and add a combined reel if i get the time.
Hip Hop Hans Mar 17 @ 9:44am 
This is the mod that adds the combined lure, isn't it?
Just a question, but any particular reason why reels can't be combined?
Lyric Drake 591 Mar 12 @ 11:19am 
k thanks, and, guys, this is client side! ish. what I mean is I can use my VERY heavily augmented EPP on a friends world even if they dont have the mod, so long as they dont pick up my EPP and I combine the modules on my world
C0bra5  [author] Mar 12 @ 9:15am 
to quote the actual mod page:
Can i combine/extract from augment comaptible armors from mod X
yes

Basically, as long as it takes in armor augments, you can combine using it. If it's an augment it can be combined.

The mod doesn't check for specific items, it checks if it can and if it can it will.
Lyric Drake 591 Mar 10 @ 12:48pm 
so, if I am understanding this right, you put a EPP and an augment in and it installs it no matter what, combining it with any other augments, right? and if so does it work with mods that add EPP's and augments???
orangelimbo Feb 9 @ 6:43pm 
@C0bra5
i do not have any other mods
C0bra5  [author] Feb 8 @ 10:09am 
@orangelimbo
You may have a limiter mod installed as there is an optional config you can apply via an other mod that limits the amount of augments one can install at a time.
orangelimbo Feb 6 @ 7:21pm 
is there a limit? because i can only put on three augments.
C0bra5  [author] Jan 31 @ 6:32am 
@MokahTGS I honestly don't know enough about the modular mech system to properly implement this with any reasonable standard of quality. But afaik, this is impossible without opening the door to some massive compatibility issues.
MokahTGS Jan 30 @ 9:40pm 
Any chance you can add Mech Modules to the list?