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FrackinUniverse 5.6.362

Enhance your starbound experience in every area. Massive mod.

  1. some little fixeroos

    - fiddled with the Science Outpost a little bit.

    - fixed metal moon issue with ore spawning causing loop/crash

    - extraction speed has been increased by x2. Later, each material will have varying times.

    - Added several new tiles effects to the newly added tiles. Ice has 3 levels of severity in terms of slipperiness. All are blocked by the same tech as before.

    - crystal swamps now have organic soup rather than swamp water, and not in an endless ocean format.

    - More new tiles: Glass Sand,...
  2. biome enhancements

    - gas mask should now properly block gas effects

    - tinkered with ocean level on bog biomes to reduce wonky sub-biomes matching poorly with the “ocean” bog.

    - frozenvolcanic and nitrogensea now have underground biomes of their own rather than using icewastes.

    - several biomes have had their trees/grasses reworked to give more interesting variety

    - added two new bushes from Nightly (alpinerocks, bioroots)

    - Design Lab quest 4 (Miracle Grasss) had incorrect recipe listed in the...
    zBound and Oberic like this.
  3. universe generation fix

    Nothing else new here. Just a fix for universe generation.

    Tinkered with biome generation in various solar systems to try and clean up the broken universe generation if creating a new universe with FU. Success! (and a giant thanks to Rhyssia for helping over the weekend when I was not able to be around! mucho appreciado senor badass!)

    You’ll see slightly altered biome spread on Gentle stars (FU planets will essentially appear only on the moons apart from primeval forest and bog,, leaving...
    zBound, Pix2100, Inny and 1 other person like this.
  4. Some slight changes and fixes

    Nothing major this time.

    - genes from the xeno lab now appear as loot in science lab chests. These random genes should go a long way to speeding up your research and crafting. They might even lead to you creating plants you would otherwise ignore as new research paths randomly open thanks to recipe unlocks!

    -new line of subquests on primeval and other wooded worlds: Rooted. You’ll find an NPC at random offering quests. He’s wearing a dunce cap.

    - removed leaves from bloodstone trees...
    dropdead, zBound and alexmepr like this.
  5. minor adjustments

    just fixing a couple minor snafus with the latest release:

    - removed “nipples” on female slime armor upgrade (not a huge deal, but it looked stupid)

    - removed “desert_wastes” from default desert config (this was forgotten when I was testing)

    - removed “arboreal2” option from arboreal 1 config (like above, forgot after testing)

    - fixed broken quest-drop. You should now properly see the related NPC appearing (random chance) on Wasteland and Fungal worlds. Yes, I know it doesn't match...
    zBound likes this.
  6. issues for some of you?

    missed a file with a few of you, so it you are among the first 10 to download this version, do so again.

    Some folks said they had issues with the link not actually giving an updated file.

    So, I'm simply reposting it. As an added bonus you get two additions:

    1. Banana Trees in Rainforest biomes and Banana Field sub-biomes
    2. Advanced Slime Armor
  7. Finally!

    At long last, 1.5 introduces plant recipe unlocks.

    This means several things:

    1. You'll start with only a few plant recipes. You'll also need to break and re-place your Gene Design Lab or you'll have no recipes at all.
    2. You'll need to unlock more by finding resources or crafting lesser plants to unlock the higher tier ones
    3. Plant recipes and Gene recipes have been altered quite a bit. Genes are used a bit more, while...
  8. reupload for

    mediafire ignored the URL i included. Reuploading:

    -bella morte should travel much slower when thrown

    -bella morte now properly identifies as a Flower, not a Mushroom in the crafting UI

    -plant harvests now reward less seeds. Getting 3 to 4 seeds per plant harvest should no longer occur. These harvest details will be changed around completely for the next update, but in the meantime at least you won't have essentially infinite seeds. Arkaen is ...pretty badass.

    -rebalanced all new...
    Yanazake and DeffreyJahmer like this.
  9. more micro-fixes!

    A few more fixes to run through the grinder here. Hopefully the last ones.

    - all ISE plants have proper Spaces defined and should be more easily plant/harvestable

    - victorleaf should now harvest properly rather than warp to ship

    - Quantum MM now has proper hover graphic (rather than its eridian counterparts image)

    (reuploaded twice with these additional changes/fixes)

    - rejigged the harvest files a little bit. You'll see half as many seeds now (it was way too numerous).
    - fixed PGI on...
    MrChow likes this.
  10. oopsies!

    Huge updates sometimes mean a few problems.

    I'd forgotten the eridian plate recipe. So , I added that back in there for you guys.

    Also, the top-tier mining cannon will no longer kill background blocks. This should hopefully solve the StackTrace error once and for all.

    Fixed a quest progression error

    See the post below this for a full list of changes. If you didn't read them... READ THEM.