1. Welcome to the official Starbound Mod repository, Guest! Not sure how to install your mods? Check out the installation guide or check out the modding help thread for more guides.
    Outdated Mods have been moved to their own category! If you update your mod please let a moderator know so we can move it back to the active section.
    Dismiss Notice

FrackinUniverse 6.4.3

Enhance your starbound experience in every area. Massive mod.

  1. hammering you with goodness

    sayter
    Yep. More stuff. I'm unemployed with nothing to do right now. Leave me alone! :)

    Pushing it out now because it's basically ready , and fixes a couple potentially annoying bugs in the process.

    Read the notes, people. Some recipe changes have come that you'll likely want to know about.


    Dungeons


    - The Science Outpost has been expanded more. It now contains a hut with bees! mod questlines and gear and further along is a home with the brewmaster npc moved in. Woo!


    - fixed wreck dungeon error. you should no longer warp back to ship upon encountering one.



    Resources


    - smelting recipes have been adjusted to be more lenient, especially where mascagnite, berlinite etc were concerned. Enjoy you new, higher yields.

    - obsidian should now properly extract again. not sure how i undid the changes again!



    Quests


    -bees! quest line added

    - fixed a minor quest error where it says to connect the RED slots on batteries to the RED slot on the generator. It should read BLUE slots to RED slot


    Gear


    - Inertial Lock tech now properly uses energy

    - Graviton projectiles give 50% reduced light

    - added Lab Fence for builders to use. Pick up a steel bar to get the recipe.

    -new armor sets (most using old , recolored vanilla assets):


    Wretchel Armor,Bounty Hunter, Recon, Junker , Inferno, Hoplite, Warp Hunter and Shoggoth Armor


    all are t3 and up, most are t5 or t6. Shoggoth is effectively t7. Their unlocks are all over the place, and some previous un-reciped resources now unlock them. Core fragments, corvex, fabric, and more!


    Assault power armor now uses durasteel bars instead of cerulium compound


    Quantum Armor now matches colors of the generator and extractor that share its name


    Hellfire weapons and armor now all use Dense Alloy and obsidian shards in their recipes


    added 3 new healing-type items: Wretchel Poultice (prevents insanity), Corvex Putty (prevents mud, ice and snow effects), and Hermes Pills (increases speed). All can be produced in the BioChem lab once unlocked.


    Monsters


    - ice trolls now cause freeze effect on touch

    - The large slimes that come out at night on Gelatinous biomes have had their HP reduced a fair bit, and the boss-sized one has had it’s defenses reduced. It’s attacks got a slight tweak as well.


    Other


    - removed border colors for the heat/cold/rad immunities since they were always on.



    Stations



    - quantum generator has been quite nicely changed. It now takes up more space, so you’ll probably need to re-place the object. They give off light based on their power output now as well, so your power room should be more illuminated. Their sound is now much more gentle, unlike the thermal generator.

    - new look and lighting for the quantum extractor

    - ansible network gives off slight light aura when powered

    - armory no longer has collision, and will not support other objects or npcs

    new station: MKII Extraction Lab. Faster than the basic extractor, but with the same outputs.


    new station: Upgrade Station (from lillgrinn’s Upgrade Station mod). Still a work in progress. Currently it upgrades any armor, but only random-gen weapons and shields. You must use your hard-earned Upgrade Modules for these upgrades. Larger quantities will give you a larger boost. They are rare enough that it should not be an issue. If it is, I’ll weaken it. You can unlock it via a Blast Furnace
Return to update list...