Starbound

Starbound

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Enhanced Elemental Effects
   
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28 Jul, 2023 @ 4:58pm
21 Jun, 2024 @ 3:32pm
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Enhanced Elemental Effects

Description
Making elements more interesting
The objectives of this mod are:
  • Give a more interesting behavior to elemental effects (Mostly just vanilla).
  • Normalize damage against NPCs, Monsters and Bosses of the same level.
  • Remove hard damage limits within these effects.

Specific changes:
  • Damage: Most damage is now calculated as a % of a "default" amount of health, making damage similar across the effects and mainly between enemy types.
    No longer a "Ignores defense" type, thus armor matters against these effects.
  • Fire: Less base damage, but it increases tick-rate when reapplied quickly and makes enemies explode.
  • Ice: Slowly increases "slow" and eventually fully freezes the enemy, then a small explosion.
  • Electric: Less laggy, deals more damage to the initial enemy based on amount of nearby enemies.
  • Poison: Spreads, slows and reduces damage of the target over time.
  • Requirements: Monster Core It helps with monsters but not needed.

Why this mod:
  • In Vanilla, most status effects deal % damage that ignores armor, but this means that the damage an NPC receives is based on a ~100 health basis while monsters health vary quite a lot.
  • % based damage means that trying to increase "maxHealth" of an enemy doesn't mean anything, thus making most health differences meaningless against that type of damage.
  • Also, most effects have a hard-limit of damage, that makes higher tier enemies have too much health that somewhat alleviates the previous point, but can be negatively affected by most damage-changing mods.

Some modded effects:

Future:
  • Make "Combo" mod, a mod that adds "Anthem" style combo damage to this mod. (If there is demand)
  • Modify more modded effects.
    • FU, maybe, though it seems that it doesn't need these changes... and I can't test it.

Some immunity fix:
Something is wrong with a "physical" damage definition, here's the fix: Fix Missing Physical Definition

Uninstalling
You can.
Though it may kill entities currently affected by a couple of custom effects.
These effects wear off quickly anyway, so I doubt there could be a problem.
Popular Discussions View All (1)
2
4 Aug, 2023 @ 8:44pm
PINNED: Outfits in the thumbnail
FelmastProMcLane
49 Comments
Ciberuss 19 Jan @ 8:50am 
Think i found a bug with this. I was trying out the doom cannon item from the base game and kept wondering why the doomed status effect wasn't working properly. (wasn't hearing the noise or damage number trigger) After removing this mod it seems that the problem was fixed?
Anon 18 Dec, 2024 @ 5:53pm 
No crashes yet.
Anon 17 Dec, 2024 @ 5:14pm 
Cheers, hoping it works, the game's status effects stink and this helps a lot.
FelmastProMcLane  [author] 17 Dec, 2024 @ 9:18am 
Link in description.
Anon 17 Dec, 2024 @ 2:21am 
Yeah, getting that same crash as others, the "yadda yadda physical" one.
The Savage OJM 5 Oct, 2024 @ 8:58pm 
I feel like Electric is a bit underwhelming compared to the other 3. I can see the new effects of Fire, Toxic, and Ice. But I can't tell if Electric still arcs as there doesn't seem to be any visual ques. Also the damage numbers don't spike with more than one enemy. Fire seems to work fine when used against me, but if I am rapidly applying Fire damage to an enemy it doesn't seem to stack.

Overall I love the mod. Do the mods that add elements get unique effects for the new elements, or do they tend to follow the adjustments to the original four?
Ruby 1 Sep, 2024 @ 6:24am 
Game crashes after attacking enemy few times with fire weapon, error says "something something exception for damage type physical"
d41337n8r 26 Jun, 2024 @ 12:26am 
it seems like after enemies break out of being frozen, they become immune to all my weapons and I can't kill them. Ice also seems pretty overpowered, at least with beam cannons which are from a different mod so I guess it wouldn't be balanced around that, but it still feels like it might be too strong if it wasn't for it making enemies immortal.
FelmastProMcLane  [author] 26 Apr, 2024 @ 8:21pm 
@Face: Soon, balancing pending.

@bidiguilo: Some data helps establish a baseline for damage on monsters, but it will use some default values that work well.

@Nezzi: I'm going to check it.

@Endless Oats: Should be
Endless Oats 25 Apr, 2024 @ 12:24pm 
This compatible with Supper's Combat?