some "little" big changes this time. Things seems to be working. Give 'er a go.
if you want to test the "new" sampling array, turn on admin mode with /admin, then type /spawnitem samplingarray2. It temporarily is using the matterassembler graphic. Screw around with it, and see if you prefer it the "normal" way of vanilla crafting. If so, I will either merge it and the nanofabricator into a single station or keep both and remove the original array
Tile Effects/ Liquid Effects
--------------------------------------------
- tile effects are no longer applied in the same lua file. Instead, player.config and a custom css are used (thanks go to Storm_UK for this lovely compatibility patch). You should see no real difference in-game.
- slightly altered ice slipping physics. Inclines should be a bit more forgiving.
- sand, swampdirt and jungle dirt give a very slight (5%) slowdown when walked on.
- asphalt and metallic tiles now increase your movement speed and traction a fair amount. So, if you want to get around on home turf fast: use those materials!
- helium 3 effect changed. It provides a very buoyant experience, and should be much easier to move in due to a complete lack of liquid friction.
- shadow gas effect changed. It has a much different movement alteration now
- darkwater poison damage reduced
Biomes
--------------------
- updated sub-biome: Pitch Field , inserted new tiles and decoration variety
- added sub-biome: Cloud Forest. Cloud tiles have the ability to lower your gravity on contact.
- added sub-biome: Red Wastes
- added sub-biome: Cellular Expanse
- added: several assets from Visotu (finally). Some tiles and plants (red sand, wastestone, rain cloud, cloud grass, cloud plants)
- FU sub-biomes now generate on vanilla biomes
- nitrogen seas now inflict vanilla style cold damage, as the nitrogen liquid is dangerous enough in addition to the weather for it’s intended difficulty. Ice Wastes remain just as difficult.
- lightless biome spawns will no longer be affected by poison (darkwater, poison)
- The unused vanilla “alien” trees are now activated in select biomes
- fixed crash from damage bonus plant produce. They now work properly with a custom stat effect. This bonus is also applied to a few armor pieces
Other
---------------
- Cultists now spawn with more toughness and attack power, and in a greater variety of gear
- melee scout armor properly displays its helm icon
- Barrels of oil from FU have been reduced from a value of 50 oil when extracted, to 25. Quantum extraction now returns a value of 50 (as originally intended)
- sand, redsand, dry sand and other oil barrel sources have been swapped to regular liquid oil. It’s plentiful enough as-is to not require insanely easy production.
- relocated extraction recipes for the visotu tiles to the main extraction directories
- magnesium powder now has a new icon, one that doesn’t look like a weird blob of gross...stuff.
-
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.Dismiss Notice
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.
FrackinUniverse 6.4.7
Enhance your starbound experience in every area. Massive mod.