Starbound

Starbound

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

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Weapon Fusion Station

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Description
Description

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.

Features
Current:
- 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)

Suggested:
- 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[community.playstarbound.com]
- Link to My other mod, with HugoRoxas, Weapon Reinforcer here

changelog
v2.2
- 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

v2.1.2
- tempory fix for grenade launchers crashing

v2.1.1
- tiny type fix that brokoe 1 handed fusions

v2.1
- 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

v1.0.1
- 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

v1.0
- 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

v0.9.7
- 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)

v0.9.5
- 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)

v0.9
- Support for all vanilla generated weapon types (melee, ranged, magic)

v0.8 - initial release
- support for most melee weapons
Popular Discussions View All (7)
80
Aug 13 @ 8:33am
PINNED: Post Bugs HERE
DarkNekku
12
Mar 29 @ 9:17pm
Is This Balanced?
Yushatak
8
Nov 10, 2017 @ 9:02am
cross-type fusion
S.U.C.C
< >
521 Comments
Ari Nov 12 @ 10:50am 
does it work with fu?
Dorian Oct 5 @ 2:49am 
A question was asked by someone earlier, which I don't recall ever got an answer.
I believe it was...

"If I fuse a weapon and then remove the mod, does the weapon remain?"

This is a legitimate question, a curious one i'd like to know the answer to also.
It did not, I don't believe.
B U N D A M O L E Jul 22 @ 9:14pm 
last time i played (roughly a year ago or something) i couldnt put the time pierce's ability into other weapons, did that get fixed?
Riph Jul 8 @ 9:42am 
@D.A.R.K. yes
D.A.R.K. Jul 8 @ 9:28am 
Does this MOD still work with 1.4 update?
Gokumaster Jul 3 @ 8:22pm 
Brilliant. This mod is absolutely incredible.
Riph Jun 25 @ 9:36am 
Hey, sorry if I'm being dense and missing something obvious, but how does the fusion logic work for weapon rarity? When I merge a common and a rare gun, it seems like it's just random chance as to whether the result is common or rare. This is a big deal because elemental weapons only apply DoT if their rarity is higher than uncommon.
With this in mind, cosmetically merging in a prettier model can seriously nerf your damage because you can lose your DoT
StarGuy707 Jun 24 @ 10:30pm 
Hey, would you mind if I were to mention and include this mod in a guide I am making? I will give full credit and other information if you want. (also weapon reinforcer pod)
twichlove999 Mar 12 @ 10:22am 
When can the kluex staff be fixed?