Starbound

Starbound

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Project 45 (BETA)
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15.167 MB
Dec 18, 2023 @ 8:34pm
Feb 1 @ 7:48am
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Project 45 (BETA)

Description
Adds moddable guns with Synthetik-esque mechanics into the game.



The greatest minds of Letheia Corp. and The Miniknog Institute present to you: Project 45!

How to Obtain
  • Craft the "Project 45 Gun Shop" with the fully upgraded Inventor's Table.
  • Purchase the "Project 45 Gun Shop" from the Shipyard Captain for 10,000 pixels.
  • Random items can be obtained from opening the Gun Bag, sold in the shop for 20,000 pixels. You can replenish the number of times you can open the Gun Bag via applying Gun Bag Keys to it, also sold from the gun shop.
  • Items can randomly drop from enemies.
  • Items can randomly be offered as quest rewards.
All Project 45 related items can be purchased from the gun shop.

Originally posted by Aikiro42:
Disclaimer:
The weapons of this mod have the potential to become overpowered, which may affect your gameplay experience.

(The mod author has made attempts to balance the mod around endgame, but the nature of the mod's modding system and gunfire mechanics make it extremely difficult.)

Originally posted by Aikiro42:
Warning:
This mod was not designed for multiplayer use.

Should you do otherwise, though, remember to back up your saves and provide feedback regarding the co-op/PvP performance of this mod.



Project 45 features new weapons introducing new mechanics inspired from Synthetik and Warframe, including but not limited to:

Criticals:
Project 45 weapons can critically hit; critical hits with weapons that have more than 100% critical chance deal even more damage!



Firing Mechanics:
Project 45 weapons feature hitscans, beams, and bolt-action (and slam-fire) firing; now you'll have to think about your next shots before engaging the enemy!

Recoil:
Project 45 weapons recoil when firing, and is affected by movement and whether you are crouching or standing.



Stat Bonuses:
Project 45 weapons spawn with a random "bonus ratio" to their base damage, base critical chance and base critical damage multipliers.





One of the core mechanics of Project 45 weapons is the Active Reload System. The weapons are ammo-based; reloading consumes some of your energy, and gives you an opportunity to boost your damage, or set yourself up for precarious moments.







What sets these apart from vanilla is the ability to customize and improve them to maximize your damage output. Project 45 Weapons allow attachment, stats, projectile, and even ability modification, providing you ultimate freedom in the art of obliterating enemies.



More information can be found in the in-mod Project 45 Manual sold by the Project 45 Gun Shop vending machine.

Credits
  • Nebulox for the gun sprites, weapon mod sprites, modding guidance, code snippets, art style and palette
  • Silver Sokolova for testing, reviewing and providing feedback for the mod pre-release
  • Ryu Ketsueki for testing the mod post-release
  • Raizzy for the Zweibrandyr and part of its palette
  • Nitrosteel, Silver Sokolova, clay eater (patman), Chofranc and the rest of #mod-dev for helping out with concepts and general modding guidance
  • Nitrosteel for the Powerstave, and Typhon and its respective assets
  • Nebulox and The Starforge Team for references, borrowed assets and code snippets (homing bullet script and Magma Spitter and Flamethrower Oil Projectiles)
  • Shift Up, Yager Development, SNK Corp., Infinity Ward, Amazing Seasun Games for weapon concepts, game mechanic ideas and SFX and VFX assets
  • Digital Extremes and Flow Fire Games for game mechanic ideas
  • Freesound[freesound.org], MGW Sound Design, Tenacious Trilobyte, Misha's Guns, Guns of the World and other gun youtubers for sound effects and references

Originally posted by Aikiro42:

Developer's Notes:

After developing this mod for over a year, I'm finally releasing it to the steam workshop. This has been long overdue, and I have yet to fix stuff in my prior mod, Project 42.

I'm finally listing this in the workshop because my progress on this mod has stagnated, and I determined that the best thing for me to do to improve this mod further is to receive feedback from the community. Particularly, I'm concerned how well my mod functions in low-end systems, and if there are any edge cases that I missed.

I hope y'all enjoyed this mod. I put my heart and soul into its development, and I learnt a lot while developing this mod; I'm excited to apply what I've learned on updating my previous mods and creating new ones.

Check out the Github page[github.com]!
Popular Discussions View All (5)
88
May 29 @ 8:09pm
Feature Requests
Aikiro42
44
May 6 @ 8:51pm
Bug Reports
Aikiro42
26
Mar 12 @ 2:07am
Questions & Answers
Aikiro42
143 Comments
CursedJoys Jun 2 @ 10:08am 
THE GOATS
AtomicBeaverCleaver May 29 @ 9:29pm 
@Aikiro42 Please don't worry about the lack of updates, I like to think that I speak for most of the people who enjoy your mod when I say: We understand that you have your own life and that it needs to take priority.

Personally, I wish you all the best both with college and with life in general. Thanks for making, sharing, and updating this awesome mod!

Take care! =D
Rylasasin May 16 @ 12:29pm 
I have created a micromod that reduces the stat mod loot.

https://steamcommunity.com/sharedfiles/filedetails/?id=3482589415
王源,中门封个烟 Apr 30 @ 8:18am 
I think a weapon synthesis feature is needed to increase the panel percentage.
FlakTaryd Apr 29 @ 9:19pm 
Eyyy that's awesome! Happy to provide feedback, love the active reload mechanics. Reminds me a lot of the Gears of War games.
Aikiro42  [author] Apr 29 @ 2:15pm 
Sorry for the lack of updates, am currently very busy with college IRL. I'm very much aware of the balance issue with the drops, and I'll try to push an update as soon as I'm free. I really really appreciate your feedback!

@Orifan1 Yes, anybody is allowed to fork this mod and make and publish their own fixes and modifications. The github repository is linked in the Developer's Notes in the description. Note that the mod is under the GPL-3.0 license. If you decide to publish your fixes, you are welcome to promote them via the Discussions or the comments.

I'd like to be able to incorporate your fixes into my mod, though, so that users won't have to install the fixes separately -- of course, due credit will be given, and I'll do my best to inform you if the fixes are included in an update.
joon208 Apr 27 @ 9:36pm 
Idea: add ability to customizable "nerf" weapons(mods with 0 cost what add a caps to some stats, max ammo for example)
FlakTaryd Apr 26 @ 5:49pm 
But yeah, like what was said below, WAY too common. Maybe someone can make a patch mod to reduce the drop rate of these upgrades for the time before the next update. Would be redundant but just a suggestion.
FlakTaryd Apr 26 @ 10:20am 
I do notice enemies oftentimes drop stat mods which is rather frequent. Is there any changes on the frequency for them?
Boo Apr 16 @ 3:10am 
Just tried this, these are my new favorite guns, but there are some serious issues; notably, the upgrades drop like candy from literally everything (to the point where finding a normal sword or whatever feels extraordinarily rare), much of the tech is to easy to buy, and the bayonet kinda punches above its weight-class as far as I can tell.

I have sincere adoration for your design of the weapons across the board. I personally would like to request revolvers with rails, as well as something akin to a single-load autocannon (just 'cannon').