About

Modules are items that allow the laser rifle to be customised, from damage to color to the rifle cool down.

Any errors or issues with the modules?

Please let me know by clicking here to submit an issue.

Want a new module?

NOTE: I may not add the module, but I probably will.

  • Create a pull request with the new module implemented (the texture does not have to be added at this point)
  • Create a new issues that says what should be added, remember to add the idea label

Contents

Base Modules

Each Module can stack up to 16, and will change the rifle’s statistics depending on which ones are added. See each module for more information.

Capacitor Module

The capacitor module allows the rifle to hold more power capacity, however it also increases power usage slightly.

Coolant Module

This module will decrease the cool down time that it takes to fire a new laser but will also in some case reduce the power usage. Almost like an overclocker.

Lens Module

This module allows the laser to change color. This feature does and does not work currently and so this item can only be spawned in.

Phaser Module

This module changes the amount of damage that is given to an entity when hit. Without this module the laser will do no damage no matter what the formula says.

Overclock Module

This module makes other modules more powerful with the cost of using more power when used.

Explosion Module

This module allows the laser to create an explosion when the it hits either a block or an entity. If no explosion modules are present then it will not create an explosion no matter of what the formula says.

Igniter Module

This module sets the block/entity hit on fire

Formula

The below formulas are what the mod will be using in the next release. These are subject to change!

Capacity Size

1000RF + (150RF x number of capacitors)

Maximum energy receive

maxReceive = 50RF x tier of rifle
maxReceive += 10 x number of capacitors

Power Usage

usage = 50RF
usage += 15RF x number of explosion modules
usage += 7RF x number of igniter modules
usage += 50RF x number of overclockers
usage += 5RF x number of phaser modules

Damage Given

damage = 1 x number of phaser modules
damage += 0.75 x number of overclockers
damage -= 0.2 x number of coolant modules

Explosion Strength

strength = 1 x number of explosion modules
strength += 0.5 x number of overclockers

Fire Time

time = number of igniter modules
time += 0.75 x number of overclockers
time -= 0.2 x times number of coolant modules

Cooldown Time

cooldown = 100
cooldown += 10 x number of overclockers
cooldown += 10 x number of phaser modules
cooldown += 10 x number of igniter modules
cooldown -= 25 x number of coolant modules

Cooldown update

The cooldown is updated once per tick with the following formula

cooldown -= 1
cooldown -= (number of coolant modules / 2)
if player is wet (rain or in water) then
    cooldown -= 2
endif

Crafting

Note

This section is still in development