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    Outdated Mods have been moved to their own category!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 6.1.17

Enhance your starbound experience in every area. Massive mod.

  1. sayter
    GOT A BUG REPORT?
    Please attach your starbound.log file, without it I cannot diagnose the problem.
    It can be found in starbound/storage/starbound.log. Open it, copy the contents to pastebin.com and attach that link to me in the forums or a PM.

    Note: If you do not have 1.4 of starbound installed, you cannot use FU. It will not work. Buy the game.

    Other Note: You no longer need FrackinRaces if you use FrackinUniverse. Having both installed will crash you.

    [​IMG]

    companion add-on:
    [​IMG]

    want to help but can't code? Try adding to the
    [​IMG]


    Want to support the project with donations? Click here: https://www.patreon.com/sayter

    Discord Server: https://discord.gg/eV9dP4w


    ----------------------------------------------------------------------------------------------------

    The absolutely most recent build here:
    https://github.com/sayterdarkwynd/FrackinUniverse

    for detailed instructions on using and keeping up to date with the GitHub version read Xylia's guide here: http://community.playstarbound.com/threads/how-to-update-with-github.123937/


    -----------------------------------------------------------------------------------------------------------
    [​IMG]

    SAIL changes for modded races/ships : https://github.com/xn-5o8h/FUSAILModdedRaceSupport

    If using *modded* races, you will want the FU BYOS addon here https://community.playstarbound.com/resources/official-fu-byos-modded-race-patch.5094/


    For install/uninstall and game version information click the spoiler. Note that this mod may impact existing characters. Start a NEW character for it so you don't ruin your favorite avatar. You've been warned.

    Below in the spoiler are some important notes on installation, compatibility , etc. Ignore them at your peril.


    To install: Place the unzipped folder in the base Starbound/mods/ directory

    New install and can't see the new biomes?: View the star-system navigation screen. Scroll until it says "Processing". That should be a fresh enough area to generate the new worlds.

    If you wish to uninstall the mod, you must delete your universe (and probably your characters as well, if you are wearing tons of FU gear).


    Included Mods you don't need from elsewhere:
    Bees!
    Augment Extractor
    Harvester Beamgun
    Quarterstaves
    Dungeoneer Dungeons
    Patchwork Hair
    Starbooze
    Enhanced Weapon Generation
    Legacy Dungeons
    Extra Dungeons
    Memento Mori
    Nightar
    Slime Race
    Kirhos Race
    Mantizi Race

    Mods that go great with FU:
    Elithian Races
    Avali Triage


    Attribution: see included credits file


    [​IMG]

    The largest mod for Starbound, FrackinUniverse combines new biomes, a hugely increased crafting system, science, monsters, tiles and hundreds of other assets to the game. It's 5 years in the making now, and quite huge. A few things to expect:
    • Explore dozens of new biomes​
    • Create hundreds of new armors, weapons and tools that round out the vanilla tiers, or add "side-grades" with varied stats but unique stat bonuses, effects and abilities​
    • 100+ new monsters​
    • Thousands of new tiles, decorations, craftables and more​
    • Hundreds of microdungeons, quests, and a new quest hub​
    • Massive end-game dungeons​
    • Unique techs and augments​
    • Completely revamped game mechanics​
    • Custom crew members with FU specific buffs to make your adventuring life much easier​
    • Vast array of new effects, both helpful and hazardous​
    • Reworked mech stats​
    • Rebalanced defense, attack and combat stats​
    • New combat abilities​
    • Brand new weapon types​
    • and much, much more!​


    [​IMG]

    [​IMG]


    [​IMG]

    FU will change several aspects of vanilla play, in terms of survival (see EPP notes below for a specific example) and has a learning curve. Some find the learning curve rather steep. Others do not. So bear this in mind.
    • Starting missions after Graduation Day are different. You will *require* a fresh universe and character for best results. You will not recieve all content otherwise.​
    • Your character will no longer possess a light aura in darkness, as darkness is an important part of many parts of FU.​
    • Walking on certain tile types will produce various effects. Slowed walking in mud, slipping on ice...burning on hot rocks, etc. Be prepared.​
    • If you can't figure out a recipe....build all the basic materials you can. Generally you're likely to be missing something in the progression and inadvertently trying to skip a step.​
    [​IMG]
    [​IMG]
    Play through the mod, work through the techs (including the genetically engineered plants!), and create stuff. Intro-level things unlock other things, and everything builds up until you are a kick-ass name-taking machine of destruction and SCIENCE.


    [​IMG]

    [​IMG]

    For a detailed guide on how to use the included automation systems in FU, refer to this guide:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1618972523


    [​IMG]
    Q: How do I tell if it's working?
    A: Quite simple. When you launch starbound, look at the main menu screen. Do you see "Powered by Frackin Universe"? If so, you're good to go!

    Q: Will this work on a server?
    A: Read : http://steamcommunity.com/sharedfiles/filedetails/?id=734496146&searchtext=Frackin+Universe

    Q: How do I run a server?
    A: Read : http://steamcommunity.com/sharedfiles/filedetails/?id=735510285

    Q: Do I need to delete my characters and universe before I start? Will it work with the character I already have?
    (or any possible variation of this question)
    A: No, you do not.
    However, you will need to travel a fair ways away on your starmap in order to generate the new biome types. Generally a few seconds will do. So yes, it will work with your existing character. I recommend a clean universe, personally, but that's only if you absolutely want to have FU planets right near your starting location.

    Q: I seem to be taking forever to generate my starting planets. It's in warp for like...ever.
    A: Starbound is generating a universe and looking for a starting system that fits exact specifications. Because FU adds so many biomes it increases the time it takes to find the setup. I recommend visiting the Science Outpost when this happens, which can be triggered from your shiplocker items. By the time you come back you'll have your starting planet visible and a quest to begin!

    Q: Where do I find (ITEM NAME)?!?!?!
    A: Everything has a source. You just need to figure out what that source is. That's part of the mod. Exploration, experimentation...just seeing what sort of things lead to others and eventually ending up with a hard-core science lab. The wiki link given on this page right after the FAQ is a good source of information.

    Q: Does FU add quests/missions or bosses?
    A: Yes

    Q: Does FU affect the main storyline or game progression?
    A: No. The only true progression change is with EPP packs (see above sections for info on that). Otherwise you can progress exactly as normal through the base game.

    Q: I can't find something on the Wiki
    A: The wiki is player maintained. So, if you find something missing you can feel free to add it in.

    Q: My EPP pack isn't working
    A: Yes it is. Read the mod description information above for more details about how they operate now.

    If for some reason you want to hurl money at me for my labors: https://www.patreon.com/sayter
    Wiki (player maintained): https://frackinuniverse.miraheze.org/wiki/Main_Page
    Don't use the Fandom one. It's trash, and so is Fandom.

    CF Forum version found here: http://community.playstarbound.com/resources/frackinuniverse.2920/
    GitHub project version location is here: https://github.com/sayterdarkwynd/FrackinUniverse

    A great number of mods and features in FU are from contributors or other authors. Check out the included credits.txt here: https://github.com/sayterdarkwynd/FrackinUniverse/blob/master/_FUcredits.config or visit https://github.com/sayterdarkwynd/FrackinUniverse for info​
    Mod Pack Permissions:
    Do not include this mod in compilations.
    Mod Assets Permissions:
    You must get the author's consent before altering/redistributing any assets included in this mod.
    enkras1, TheZero, Pop Guy and 108 others like this.

Recent Updates

  1. 6.1.17
  2. 6.1.16
  3. 6.1.15

Recent Reviews

  1. Alpha007
    Alpha007
    2/5,
    Version: 6.1.17
    Was, and still is, a good mod. For how long though is unknown, so play it while you can. Continued changes favor more and more whatever the dev prefers over any other player preferences, and a quick search on google, reddit, or on their own discord will tell you that this is and will always be the case.

    Additions such as the new and improved(?) research tree take one step forward and two steps back. While figuring out what you need has never been easier, getting it is now a tiresome process that takes easily double or triple the time it needed prior, which could have easily taken hours in previous versions.

    Continuous updates like this paint a bleak picture in my own opinion on this mod, and I can only cautiously recommend this if you are okay with having to do everything yourself, look it up, spend a long time doing anything (and yes, I mean anything.) and possibly endure passive aggressive comments from the developer/author.

    Hopefully, with time, most of my issues could be sorted, but I am not hopeful that anything of the sort will happen.
  2. Alejandrofg347
    Alejandrofg347
    5/5,
    Version: 6.1.16
    It is a very good mod. I downloaded it again since they released a new version. Could you tell me how much it weighs in total?
    1. sayter
      Author's Response
      look at the size of the zip file, it should tell you already. Its around 700mb though.
  3. Cory25
    Cory25
    5/5,
    Version: 6.1.16
    I played starbound a very long time ago, like when it was just realease. I saw the teasers and trailers for it a while back since it's release and I just fell in love. In the first versions of the game, I did everything and stopped playing, since I no longer had a computer to play it on. Now, im getting back into starbound, and I thought what the hell, I'll put a mod in. I choose this. You have no idea how fucking confused I am, but in a good way, I played for 5 hours today and barely made progress, I spend more time on google than in the game, but dear god is it fun, I really can't imagine this game without this mod, and I must say that it should be added to vanilla starbound. Mod is great, fucking confusing, but GREAT! (Please add some sort of extra item. or a guide which helps you find certain items, I wish I could go on starbound wiki, but through an in game food so I would'nt loose any of the imersion).
    1. sayter
      Author's Response
      That item exists, and is dictated to you directly in-game when you explore the science outpost. Likewise, there are in-game guides and the like as well as 100+ tutorials in your tricorder. No reason to be confused if you read all that info ! Enjoy!
  4. loR69
    loR69
    3/5,
    Version: 6.1.14
    One thing, the inventor station does not work, I have to do something or I just installed the mod wrong, I love the mod
    1. sayter
      Author's Response
      Yes it does. You did not read anything in-game. The auto-update popup plainly describes the new system, as do the in-game codexes and the miraheze wiki linked on the starting screen. It also tells you this information when you create a character , immediately after being on your ship. Please do not review things negatively if you cannot bother to read the information you are given.
  5. Chuckle_F1re
    Chuckle_F1re
    5/5,
    Version: 6.1.13
    good
  6. SOP31
    SOP31
    3/5,
    Version: 6.0.154
    every thing with this mod is excellent all but the number of loop holes i have to jump through to download it from Github, everytime i press download it stops , i tried using github desktop and android app and still no use...i would also appreciate less frequent updates and more effort with optimization and performance not to mention compatibility with other major mods, this is an excellent mod definitely recommend and only not 5 stars due to all the frustration it has caused
    1. sayter
      Author's Response
      I have no control over your access to git, nor its speed. There is no other logical place to host it. Either way, that is completely beyond my control. You could use steam, or alternatively you could clone directly from git, rather than download it each release.

      Every update improves opts and performance. We've done this for 6 years. We will continue to do so. You know this if you've played for any length of time.

      Incompatibilities are not simple, like you seem to think, in most cases. The vast majority cannot be avoided. We fix those that can. We are compatible with pretty much every major mod that exists, save the ones we literally have no way to be compatible with.

      As for update frequency: I update when there is a release ready, and when it is convenient for me in my spare time. That means at least one a week usually.
  7. DundySundy
    DundySundy
    5/5,
    Version: 6.0.154
    I love this, and its don't get me any problem, I love it so much.
  8. commanderdarkkirby
    commanderdarkkirby
    3/5,
    Version: 6.0.154
    its a great mod but, why did you have to make melee weapons drain your energy when using them?? please tell me there is a way to disable energy consumption when using melee weapons cause i do not want to wait longer to recharge or become suddenly vulnerable and unable to attack. melee weapons were a great way of waiting for your energy to recharge after using a ranged weapon and were able to fight back affectively while you waited. but now you had to ruin that by making melee drain your energy which really messes things up for people that played mostly vanilla and the older versions of the mod. i don't care if we have to adapt, just add in a option to disable that annoying feature.
    1. sayter
      Author's Response
      Combat was overhauled, and balance was adjusted to suit. There were many reasons for the change but the primary reason was that melee was straight up -better- in almost every circumstance. Now, you need to be prepared and not just spam the attack button, using mechanics to your advantage.

      You can still fight without energy using melee. Your only limitation is slightly reduced damage, and inability to use combo attacks. Otherwise they function perfectly fine without energy.
  9. Tsukistar
    Tsukistar
    2/5,
    Version: 6.0.154
    It's... Kinda meh? It adds a lot, and when you know what you're doing it's interesting and fun. But it's very much sensory overload as to what to do with how many earlygame quests there are to choose from, and it expects you to retain a lot of information while piling more and more on. Maybe it's good for someone who does want way too much stuff to do, but it's just plain too much for someone such as myself.
    1. sayter
      Author's Response
      Fair enough. It's not for everyone and has a steep learning curve.

      2 stars is quite harsh given that it works fine and does what it says on the tin, though. But at least you tried it!
  10. Hatefulpeace
    Hatefulpeace
    5/5,
    Version: 6.0.153
    Great mod thanks so much for your time, and I really appreciate your work on the research tree, it is super well done. It is better than ameven 4x games research trees I've played. I really enjoyed how you added a potato to thr first electric tree haha.