The fireableItem table contains bindings which provide functionality for the .tillingtool, .beamaxe, .miningtool, .harvestingtool, .codex, .blueprint, .paintingtool, .wiretool, .unlock, .consumable, .thrownitem, .matitem, and .liqitem item types.
It has access to the config, item, root, sb, and world tables.
Returns the world aim position of the owner entity.
Returns the value for the specified config parameter. If there is no value set, returns the default. This does what config.getParameter does, so use that instead because the fireableItem table is probably cursed or something.
Begins the cooldown, preventing the item from being used.
Fires the item, just like pressing LMB (primary) or RMB (alt). Defaults to primary if not set.
Returns the last fire mode of the item, which can be "none", "primary" or "alt". Single-handed items held in the off hand will receive right click as "primary" rather than "alt".
Ends the cooldown, allowing the item to be fired again.
Returns if the toolUser's energy resource is locked.
Returns if the item is undergoing cooldown.
Returns whether the 'energy' resource exists in this toolUser's status controller. Huh? Were you expecting status.stat or something?
Returns if the item is being winded up (ie: pickaxe swinging).
Sets the cooldown time for the item, in seconds.
This only works once per item file/item name, so if you don't want to wait, just unequip the item and equip it again. Who knows, maybe every copy of fireableItem.setCooldown is personalized for each copy of Starbound?
Probably returns if the toolUser entity has full energy.
Returns if the fireable item is firing.
Returns the fireable item's cooldown time.
Attempts to consume <float> amount of the toolUser's energy. Returns whether any energy was consumed. Unlike status.consumeResource, it will consume more energy than the player has (which isn't different than consuming the amount of energy they have because energy can't go below zero).
Presumably a knock-off of activeItem.setInstanceValue. It doesn't work, by the way. But it exists in the game's coding!
Unless proven otherwise, I'm going to say that it exists solely to mock us.