Starbound
LR's Dynamic Equipment
Mostrando 11-20 de 21 aportaciones
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Actualización: 18 ENE a las 3:03 a. m.

v1.5.4

Added item exclusivity through tags for mod makers (This way modders can explicitly tell an item to not be processed through the machines, for example: upgrade components that may get treated as a weapon due to tags)

Actualización: 16 ENE a las 10:59 a. m.

v1.5.3

Added status updates for the rework station.

Actualización: 16 ENE a las 10:04 a. m.

v1.5.2

Removed the status message from the stations as they were misleading, will add them back on once properly implemented.

Actualización: 15 ENE a las 8:44 a. m.

v1.5.1

Attempted to fix the issue where certain stats would not be removed correctly.
(Such as element applications from weapons, and certain stats like inaccuracy and stance duration not resetting properly)

Actualización: 13 ENE a las 8:06 a. m.

v1.5.0

Added a few effect rotations into the weapon pools (Burning, Freezing, and Lifesteal), this opens up the possibility for more status effects for weapons in the future.

Added a system which makes it so that 2-handed weapons receive a few more bonuses than 1-handed weapons to better balance the benefits between them.

Changed the weapon tooltips and the rework station interface to better match these changes.

Actualización: 8 ENE a las 10:28 a. m.

v1.4.0

Added description compatibility for armour augments

Actualización: 7 ENE a las 12:17 p. m.

v1.3.1

Fixed an issue where Frackin Universe armour was losing its set bonuses upon processing through the awakening table, those bonuses should be present again, but unfortunately this will only apply to armour created from this version onwards, any armour made previously will lack the set bonuses or any special effects. (This is mostly only the case with mods like Frackin Universe where it introduces special effects into armours)

Actualización: 5 ENE a las 9:39 a. m.

v1.3.0

Added compatibility with head wear, chest wear, and leg wear (This are usually only used for cosmetics, but some mods tend to use these as actual armour).

This allows for a larger variety of modded armour to be compatible with this mod. However, this also means cosmetics can be enhanced.

In exchange, I have made it so that "cosmetics" (includes armour categorised as head wear/chest wear/leg wear) provide less scrap to reduce cosmetic abuse.

Actualización: 5 ENE a las 4:12 a. m.

v1.2.0

Added bonus tooltips in the Rework Station, so now you can see what stats you can get when re-rolling

Actualización: 4 ENE a las 4:25 a. m.

Like an idiot I forgot to make the Salvage Station craftable.
This should fix this.