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FrackinUniverse 6.1.41

Enhance your starbound experience in every area. Massive mod.

  1. sayter
    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.

    INCOMPATIBLE MODS: https://frackinuniverse.miraheze.org/wiki/Incompatible


    companion add-on:

    want to help but can't code? Try adding to the

    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:

    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/


    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:
    Augment Extractor
    Harvester Beamgun
    Dungeoneer Dungeons
    Patchwork Hair
    Enhanced Weapon Generation
    Legacy Dungeons
    Extra Dungeons
    Memento Mori
    Slime Race
    Kirhos Race
    Mantizi Race

    Mods that go great with FU:
    Elithian Races
    Avali Triage

    Attribution: see included credits file


    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!​




    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.​
    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.


    For a detailed guide on how to use the included automation systems in FU, refer to this guide:

    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. 6.1.41
  2. 6.1.40
  3. 6.1.38

Recent Reviews

  1. KidaraSaille
    Version: 6.1.40
    Very good mod, but, i met a bug, the key for dark cavern not appared in the old ruined house. i'm stuck in the tutoriel zone forever ! help !
  2. Chuckle_F1re
    Version: 6.1.38
    pretty good mod, i played it before and now i want to play it again but now i forgot how to downlad the zip. ┬┐Can someone help me please?
    1. sayter
      Author's Response
      Click the updates tab. Click the link provided. Read the page, find the zip/pak. Press the link.
  3. Andre_Physique
    Version: 6.1.38
    Perfect I don't know because of negative reviews, masterpiece, I would like to have your capacity and creativity, eternally grateful, every success for you directly from Brazil, perfect MOD.
  4. starioi
    Version: 6.1.38
    Great mod i almost use it in most of my playthroughs, I Just have one question will the nightars race will be updated like the vanta mod?
  5. galy
    Version: 6.1.37
    Megamod that adds tons of content that works both ways. Some conent is really nice, adds variation and decorations, on the other hand it overcomplicates stuff, which works against the original game's idea simplicity of crafting and progression.

    For example, mod adds multiple new dungeons, planet types, weapons and crafting stations/decorations, but on the other hand introduces multiple resources and crafting methods that serve no other purpose than being time sinks to artificially increase time investment required for progression.

    Electrical power based crafting stations is one of the examples that are against base game ideas, since there everything is powered by design. (as a side note: this is de facto other games' domain, totally missed idea imho)

    Same goes for research, the passive research bonus based on active session duration encourages long sessions (which is in my opinion despicable) and the research point gathering via other methods is at least cumbersome.

    I would really like to see this mod split into multiple smaller modules, so players can choose which parts of the mod are best for them. At the same time developer could see which parts come out the best and are worth further development, and which ones aren't held in high regard.

    Personally I definitely would like to see option to disable certain parts of the game, since they make the game not fun, thus once they outweigh the fun ones, I will simply remove the mod which is simply bad for both sides.

    4/5 because 3/5 would be too harsh as mod clearly gives large amount of stable and great content. Not a 5/5 due to the flaws I pointed out (and more).
    1. sayter
      Author's Response
      Great review. Thanks for the honesty! Session playtime bonus is a minor one intended only for users that play for long sessions, and it stops at 3, at which point we encourage the user to take a break because its unhealthy to play for 3+ hours. Nearly all research increases are based purely on tier and exploration.

      We won't be breaking this down into modular parts as that in itself is a weeks to months long endeavor that goes against the concept of the mod: an overhaul and reimagining of the base game. It's not -supposed- to be similar! Furthermore, it's all or nothing with several features by virtue of a switch being impossible.
  6. Renjmon
    Version: 6.1.37
    when Avali and Fenerokss will be integrated into the mod???
    1. sayter
      Author's Response
      Fenerox dont need to be integrated. They are vanilla, and already in FU. Avali will not be added, as they do just fine where they are :)
  7. xintha
    Version: 6.1.34
    up new
  8. darklaguna
    Version: 6.1.34
    This is an awesome mod. However, you might want to think about optimizing your code. The newer versions of this mod cause microstutter (and occasionally straight up freezes for a second or two), likely from all the new scripts it's running. I understand you might have a good PC, but some of us can't afford a new mobo and CPU just to run this game, especially with the chip and hardware shortages nowdays. In the meantime, I'm using an older release of the mod; an i5 that can run AAA games and even processor heavy games like modded Rimworld without stutter shouldn't be having issues with a single mod added to the vanilla game.
    1. sayter
      Author's Response
      I had a garbage PC and managed to run FU just fine for years with low to no stutter. The impact of FU on a system is not overly hard, honestly. Lower-end PCs -can- be impacted but generally speaking that only happens when people go crazy with powered machines and wiring (or when using dozens of other mods in addition.) With the scope of changes added, this is by and large unavoidable given the API we have to work with. None the less, your criticism is fair, as some are indeed affected. Thanks for playing!
  9. Ethan Sam
    Ethan Sam
    Version: 6.1.34
    I've always had a few gripes with FU, but I gravely dislike the new research stuff. Is there a way to disable it like racial abilities, or at least make everything researched? Even admin mode won't let you skip through it. Other than that its a wonderful mod, but the research is getting on my nerves.
    1. sayter
      Author's Response
      No. It's a key part of progression, and research is essential to keeping it organised and paced properly. Disabling it simply isn't possible. The old progression method led to a ton of lag, and a completely disorganized and untrackable progression. You -can- admin yourself research to fast-track it, though. If you're savvy, we have "cheat" codes in the code base for dev use that can also adjust that pacing quite a bit.
  10. greenRAM
    Version: 6.1.33
    Tried it out again and the new changes are all rad. The research trees help a lot. The changes to the bees system is fun. I'm still not a fan of the BYOS ships, but being able to upgrade the ship's stats with new engines and crew was pretty fun. I really like the design of the Uros IV BYOS ship.