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I got all my new weapons finished! Doing a tiered thing is a lot more work than I thought it'd be, still though its all done and now I can work on throwing a couple more fun things into my chemistry mod before I publish the update. While I was working on it I noticed the mod had gotten to 6mb in size, so I went through and optimized all my .png images down into the < 1kb range in most instances, now the mod is around 1mb or so. Remember to keep your images efficient if you're modding, it can add up over time.
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# ? Apr 4, 2014 04:48 |
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# ? Jun 5, 2024 04:03 |
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I Said No posted:
Well, tell us what each one does! Also yes tiered guns can be a pain in the rear end.
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# ? Apr 4, 2014 05:03 |
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You know what I'd REALLY like is the ability to upgrade random drop weapons to the next tier up at a slight loss compared to that next tier. So like if the next tier up was intended to be twice as powerful it'd get stuff multiplied by like 1.9 or 1.8, so that you'd be able to bring weapons you're fond of along with you for a while but eventually it stops being worth it.
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# ? Apr 4, 2014 06:52 |
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Yeah, I'm still hugely upset that there's no longer any point in me using my grenade* launcher. *pigs strapped with dynamite.
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# ? Apr 4, 2014 07:11 |
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reignonyourparade posted:You know what I'd REALLY like is the ability to upgrade random drop weapons to the next tier up at a slight loss compared to that next tier. So like if the next tier up was intended to be twice as powerful it'd get stuff multiplied by like 1.9 or 1.8, so that you'd be able to bring weapons you're fond of along with you for a while but eventually it stops being worth it. Sincerely. I'm more annoyed though, that crafted weapons are almost always superiour than found ones. I mean make crafted weapons good sure, but I really like finding a new kickass sword in a random chest or off a miniboss. Also for bosses: Turrets. Lots and lots and lots of turrets. Killed the bone dragon in five seconds, the jellyfish in thirty. Turrets are loving amazing.
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# ? Apr 4, 2014 08:19 |
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The Iron Rose posted:Also for bosses: I did this for my first go at the Jellyfish, admittedly. But, you know, 1 pixel turrets out of the 3D printer proooobably aren't a common perk. If a good antifrustration feature in beta when you just can't make it past the Dragon because no SWEET GUNS, THAT YOU CAN'T CRAFT! GUNS GUNS GUNS handy. But are also not stubbornly insane enough to take on the Dragon in a custom prison yard cage match like the first time I fought it way back. Diamond Drilling all those prison bars alone probably took a half hour That Pistol was slightly more damaging than the Steel Bow, but didn't drain an inordinate amount of energy per shot like one.
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# ? Apr 4, 2014 09:41 |
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reignonyourparade posted:You know what I'd REALLY like is the ability to upgrade random drop weapons to the next tier up at a slight loss compared to that next tier. So like if the next tier up was intended to be twice as powerful it'd get stuff multiplied by like 1.9 or 1.8, so that you'd be able to bring weapons you're fond of along with you for a while but eventually it stops being worth it. I am all about this.
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# ? Apr 4, 2014 11:35 |
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IT'S NERF OR NOTHIN!
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# ? Apr 4, 2014 12:18 |
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dog kisser posted:Well, tell us what each one does! Also yes tiered guns can be a pain in the rear end. I haven't got around to making preview images for any of them, but here's a brief rundown of the Rubium weapons: Devil's Tongue: A very high-power straight flamethrower Plasma Beam Cannon: Fires five purple streams at different speeds - the closer you are, the more damage you'll do Microwave Ray: An upgrade to the Heat Ray that ignores armor entirely Terawatt Laser: Fires really fast ricocheting laser beams Fusion Cannon: Fires a big flaming orb that explodes a huge chunk out of almost any material in one shot Magma Vulcan: Shoots rapid fire lava balls that explode terrain like bombs Sunstream: Shoots rapid fire fireballs in an arc Irradiator: Deploys a static radioactive mist that burns and poisons enemies that move through it
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# ? Apr 4, 2014 13:16 |
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I Said No posted:I haven't got around to making preview images for any of them, but here's a brief rundown of the Rubium weapons: Well that's excellent! Are they splitting again into Impervium? edit: Shoehead posted:IT'S NERF OR NOTHIN! Aw yeah. edit2: Adhesive charges can now be wired together! Also, made a change to detonator - figured it was too similar to the satchel charge, so I made a functionality change to it: it is now a safety detonator. Once you activate it, it lights up - it'll detonate once you (and all other PC's, but not NPCs or monsters) leave the area. I figure you lay down a whole bunch of crates of explosives all over the place, then you drop the detonator on them, activate it, and walk away. Poof! Dog Kisser fucked around with this message at 16:49 on Apr 4, 2014 |
# ? Apr 4, 2014 14:15 |
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Shoehead posted:IT'S NERF OR NOTHIN! Oh man, if you could get the chamber to spin and the darts to stick to enemies, this would be amazing. Also, the skellies need to have moon shoes as a type of boot.
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# ? Apr 4, 2014 18:43 |
dog kisser posted:Well that's excellent! Are they splitting again into Impervium? Is there any way to get those things to blow up the background walls, too?
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# ? Apr 4, 2014 22:17 |
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Patware posted:Is there any way to get those things to blow up the background walls, too? Yes sir - explosions are weak little placeholder poofs currently though.
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# ? Apr 4, 2014 22:26 |
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These are just more in a long line of really interesting-looking weapons that I really hope they ask you for permission to add to the base game, where such variety is sorely lacking.
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# ? Apr 5, 2014 00:04 |
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We need guns.. Lots of guns
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# ? Apr 5, 2014 15:47 |
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Shoehead posted:We need guns.. Lots of guns The Nintendo lightgun is so instantly recognizable There needs to be a powerglove item. I don't care what it does. It could be a tech - hold F to stand stationary and greatly increase energy regeneration, perhaps? That sounds really handy for energy-hungry guns.
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# ? Apr 5, 2014 15:53 |
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Shoehead posted:We need guns.. Lots of guns Sooo goood - you should use the method I did to give my guns alternate fire to give them 'cocking' animations. Except for the lightguns I guess.
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# ? Apr 5, 2014 16:01 |
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Shoehead posted:We need guns.. Lots of guns Is that NERF BFG an actual toy? Also the NES Zapper, it needs to be a good gun. The only other one I don't recognize is the blue and pink pistol beneath the NES Zappers.
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# ? Apr 5, 2014 17:39 |
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Galaga Galaxian posted:Is that NERF BFG an actual toy? Also the NES Zapper, it needs to be a good gun. Looks like the G-Con/GunCon to me. Probably wrong, though.
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# ? Apr 5, 2014 17:48 |
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Galaga Galaxian posted:Is that NERF BFG an actual toy? Also the NES Zapper, it needs to be a good gun. Those were namco's guncons! Made for use with Time Crisis and... Vampire Fight, I wanna say? They were good heavy controllers and I'm pretty sure you could pistol whip a dude IRL with one and not hurt it.
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# ? Apr 5, 2014 17:54 |
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Last time I played if you walked the surface there would be 3 different creatures 2 where guaranteed hostile 1 wasn't, is that still the case?
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# ? Apr 5, 2014 18:01 |
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boo_radley posted:Those were namco's guncons! Made for use with Time Crisis and... Vampire Fight, I wanna say? They were good heavy controllers and I'm pretty sure you could pistol whip a dude IRL with one and not hurt it. Vampire Night. Yes I had that, we played it on our old CRT before it died and welp. It is as silly and poorly voiced as it sounds. including Your guys starting off fighting in the sunlight. It of course, ends with them turning to dust in the sunlight once it is all over. CONSISTENCY "Have you gone crazy? Pointing a gun at me?" "Don't worry, this gun knows who to destroy."
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# ? Apr 5, 2014 18:07 |
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Someone is working on all the weapons/stuff from "Zombies Ate My Neighbors" right?
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# ? Apr 5, 2014 18:50 |
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I'm glad my guns sparked some conversation. The Nerf BFG is an unfinished regular BFG sorry to disappoint.
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# ? Apr 5, 2014 19:04 |
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Hey, ya wanna blow stuff up? Come get some!
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# ? Apr 6, 2014 16:16 |
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I just pushed the 1.4 update to my Chemistry mod! Guess i'll throw the changelog out here and see if anyone bites:quote:New weapons: Flamethrower, Incinerator, Napalm Sprayer, Mega Torch, Heat Ray, Magma Cannon, Lava Stream, Devil's Tongue, Plasma Beam Cannon, Microwave Ray, Terawatt Laser, Fusion Cannon, Magma Vulcan, Sunstream, Irradiator
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# ? Apr 6, 2014 16:23 |
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I Said No posted:Fix: Throwable liquid balloons no longer emit light This was a thing and you took it out?
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# ? Apr 6, 2014 17:23 |
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They're made of fabric and water (or tar/blood), there's no real reason for them to emit light. It was a glitch.
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# ? Apr 6, 2014 21:17 |
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I Said No posted:They're made of fabric and water (or tar/blood), there's no real reason for them to emit light. It was a glitch. You must be a bitter, jaded human being with no soul if you think that. In other words, I think you should make some that do emit light, especially if they can do a splash effect type thing that coats the environment in glowing liquid/paint/etc...
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# ? Apr 6, 2014 21:40 |
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Shoehead posted:We need guns.. Lots of guns This rules so hard.
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# ? Apr 6, 2014 22:26 |
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Citizen Kane 13 posted:You must be a bitter, jaded human being with no soul if you think that. That actually sounds pretty sweet and quite useful. It'd let you throw the baloon and arc it over obstacles, see if it's safe on the other side plus I find it irritating having to spam torches every few blocks I'd rather just coat a wall and be done with it.
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# ? Apr 6, 2014 22:36 |
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I Said No posted:They're made of fabric and water (or tar/blood), there's no real reason for them to emit light. It was a glitch. Half the things that emit light in Starbound make no sense anyway. Monsters emit light from taking poison damage.
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# ? Apr 6, 2014 22:39 |
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Isn't that specific one because they're still using "on fire" lighting as a visual placeholder for all damage-over-time effects?
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# ? Apr 6, 2014 22:41 |
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The White Dragon posted:Isn't that specific one because they're still using "on fire" lighting as a visual placeholder for all damage-over-time effects? It's actually because all damage numbers glow slightly. The Blocked! message for when you take 0 damage does too. Fun Starbound fact for the day. EDIT: The reason poison's especially noticeable is because as Rocketlex said, so many things arbitrarily give off some amount of light that it only really jumps out at you when an enemy takes damage in a remote pitch-black cave. Phreizr fucked around with this message at 02:04 on Apr 7, 2014 |
# ? Apr 7, 2014 01:53 |
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It was mostly because I copy pasted the files for regular bombs and forgot to take out the light and sparks. I'm not sure why a standard latex water balloon should be brightly glowing and emitting sparks! The paint idea is interesting, i'll take a look at it when I come back around to chemistry. Right now i'm going to focus on my Blattra race mod to see if I can get it finished. The main thing i'd like is more decorative stuff for scientists/chemists to have around.
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# ? Apr 7, 2014 03:09 |
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@Skellie Modder, You should make the weapons from " Zombies ate my neighbors". You already have the clothes down perfectly.
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# ? Apr 7, 2014 03:29 |
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goodness posted:@Skellie Modder, And the music. Wanna blast some "Zombie Panic!" up in this bitch.
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# ? Apr 7, 2014 03:44 |
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goodness posted:@Skellie Modder, I should do 3d specs
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# ? Apr 7, 2014 04:54 |
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Man, what the heck is with Reddit? I've never had to use it before Starbound and every time I post something (most recently my Explosives mod) people seem to like it but then like 20% of them vote it down. Who the hell dislikes explosives!?
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# ? Apr 7, 2014 19:03 |
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# ? Jun 5, 2024 04:03 |
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Reddit is a cesspool. A crowded, powerfully influential cesspool.
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# ? Apr 7, 2014 19:08 |