Notable changes for v1.2.1:
- Compatibility for Enraged Koala
- New object
- Randomizer: wired object that will turn on one of the four outputs at random when the input is turned on
- Bug Fixes and Improvements
- increased battery capacity from 500 to 1000
- fixed bug where materials could get stuck in power smelter
- power smelter now only pulls items while active
- added a new placement option for relays. when placing a relay between two solid blocks, it will have a different appearance and will be solid, allowing energy to pass through the walls of structures like liquid reservoirs or custom player ships. Warning: this patch will cause all previously placed relays to break... sorry!
- added several new placement options for pipe spouts, ejectors, and hoppers. they should now be able to anchor to any foreground or background pipe that they can connect to
- fixed a number of bugs in pipes that caused 'C stack overflow' errors when tanks, valves, or detectors were looped
- fixed bug where wires couldn't connect to liquid extractor
- improved performance of solar panels
- solar panels should now work in space if they are placed on the outside of a custom ship
- increased maximum strength of advanced magnet to make it a significant upgrade from ordinary powered magnets
- fixed bug in setting values for advanced magnet
- fixed bug where liquid tanks could show decimal values
- added recipe to liquid extractor to convert Flesh Blocks to Tentacle Juice
- improved item box push functionality. boxes will no longer accept items from an input where the corresponding wire node is powered, so pushing from multiple boxes at the same time won't cause items to be swapped constantly between boxes
- improved item filter indication of success/failure
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Outdated Mods have been moved to their own category!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.
Outdated Starfoundry v1.3.2
Automation megamod including energy, pipes, magnets, data transmission and more!