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RELEASED FrackinUniverse (Archive)

Discussion in 'Planets and Environments' started by sayter, Jan 6, 2014.

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  1. Inny

    Inny Cosmic Narwhal

    @sayter I recognize this error: it comes from a material file without the "category": "material" line. It complains about liquids but you know how Starbound logs can be.
     
  2. sayter

    sayter The Waste of Time

    Yea, very true. I'm guessing it's from whatever other mods he has running.
     
  3. Aarxx

    Aarxx Void-Bound Voyager

    Yes I use Nightly.
    "chalktally" was a problem with something else.
    Any yes I have tried deleting all my mods.
     
  4. sayter

    sayter The Waste of Time

    Ah. Once again we're back at the "you didn't read" problem, dude.

    From the overview page, near the top, once again:

    "Below in the spoiler are some important notes on installation, compatibility and Nightly/Unstable notes. Ignore them at your peril."
    (and then in said spoiler section)
    "This mod is NOT for Nightly or Unstable. You could have issues running it with either. Bugs will happen with these versions, and they will not be addressed until that branch hits Stable."


    So, there's your issue right there. There is no issue with the mod. It's doing what it should. You're simply using nightly and didn't read the literature.
     
  5. Lindazana

    Lindazana Cosmic Narwhal

    "Converted the mod into a .modpak format" Nooo! I can't modify the weather anymore to make the new planets suitable for habitation, now...(namely, utterly removing the damnable base-destroying meteors).

    ...Although, other than that, things look really good and well done!
     
  6. sayter

    sayter The Waste of Time

    Meteors are rare anyhow! But I know your pain. I've lost a base or two to that :)

    There is a mod available that creates a sort of kinetic shield/dampener that you can set up around a base. Can't recall the damned name of it though....so I am not much help on that front. I'm sure you can find it with minimal effort though.
     
  7. Lindazana

    Lindazana Cosmic Narwhal

    I know the mod, checked it out. It actually just lets you make a linear field that redirects the momentum of entities passing through it. http://community.playstarbound.com/index.php?resources/force-gates.1406/ useful if you're in the house, since meteors can't spawn on-screen, but once you're out of the house they can spawn inches from the walls of the place, or anywhere without background blocks. (I've had meteors blow the hell out of my underground base, through the background wall that had been opened for light. Nowhere is safe)
     
  8. sayter

    sayter The Waste of Time

    Ah, bummer. Well, it was a thought. I guess your only real recourse is to layer your base with obsidian lol.

    I guess it's time to make a nigh-invincible "Densinium" tile material.
     
  9. GROVER CURES HOUSES

    GROVER CURES HOUSES Void-Bound Voyager

    Or just a mid-tier block made out of graphene or something with decent health and regen speed? :)

    You can have a second mod that has a "depends":"FrackinUniverse" line in the modinfo. Put your weather-modifying patches there and it'll work as usual.
     
  10. Wulf_Oman

    Wulf_Oman Existential Complex

    You can also use an asset unpacker, unpack the mod, then delete the .modpak and keep the folder
     
  11. sayter

    sayter The Waste of Time

    This.
     
  12. sayter

    sayter The Waste of Time

    sayter updated Frackin' Universe with a new update entry:

    armor rework!

    Read the rest of this update entry...
     
  13. sayter

    sayter The Waste of Time

    Since I can't make a poll here, much to my continued annoyance:

    The plans for the mod are now starting to branch out a little bit. Namely, in terms of labs and the way they work.

    Currently I am considering several new stations, but they would require extensive work to implement (nothing I can't handle, mind you). I'll make this as direct as possible, and ask your guys opinions/feedback on the proposed changes. Your opinion matters, since you are the ones that use it as-intended.



    The proposed changes:

    Generator

    It's purpose should be obvious, though I will explain anyway in the interest of simplicity and minimizing confusion (some of you may have already noticed its presence in the master files). The Generator will power most of your lab stations. This would make it almost the first piece of gear you need to build in FU. The Matter Assembler would still remain the first , since you need it in order to build the generator.

    Essentially, you would build the generator and then put some fuel inside of it. The type of fuel would vary, starting at coal and going beyond Solarium. The generator burns fuel in order to power your labs. If it runs out, you will need to refuel it. I've not yet decided if it would be wired to stations, or simply power anything nearby (though I am leaning toward the power-anything-near option for simplicity). Without a genny, you will be unable to run many of the stations.

    Any thoughts on a way to make this be fun, and not a chore/annoying ? Is the idea , as-is, perfectly fine?


    Nano-Fabricator

    This station would take some recipes out of the Assembler and some of the hidden Sampling Array recipes, reducing clutter and confusion. It would focus on creating "upgrade" type items. This would include Techs, something FU currently has none of but I feel could benefit from at this point. Alternate Blister Armor, Warrior Armor, weapon upgrades, and other similar gear would be made in this station as well. The specifics on how it works are uncertain, though I can't see the harm in having it operate as a standard crafting table to reduce any confusion (and endless messages asking for directions on how to use it lol )


    Power Press

    The Power Press is simple: It creates all the alloys and metal plates in the mod. That's all. So, Advanced Alloy, Dense Allow, Penumbra Plating, Proto Plating, Carbon Plating, Diamond Plating and so forth. Nothing fancy. This is perhaps the most "unnecessary" of the proposed changes. It would reduce a bit of clutter. I'm sure other things could be made in it, though. Thoughts?

    Fuel Refinery

    This one would handle any and all fuels from FU. That's it. Remove the fuels and fuel items from the BioChem lab, into this. Then you can find all the fuel without needing to navigate through a slew of other chemicals. More fuels would be added, of course, to make things more interesting (and make generator use less of a hassle with more advanced fuels)

    Atmospheric Filter

    This one would be great for those wanting to build bases on more hostile worlds. Essentially, it would be powered by a generator (and take a lot of fuel, at that) and in return for the fuel it consumes, provide a hazard free livable space within a large radius (say 100 tiles per Filter?). Simple but effective, and something most of you would likely benefit from in some fashion.



    I have other ideas, but these are the basic ones that I am currently most seriously considering. So, any feedback you guys have is welcome (and ideas, so long as you don't get complex. Keep it simple, please )

    If you HATE all the ideas, say it. I don't want things being too complex for the average user to the point where they'll never craft anything out of frustration :)
     
    Last edited: Apr 1, 2015
  14. Shidonai

    Shidonai Aquatic Astronaut

    >Generator
    Well, seems interesting. I finally will have some use for all that liquid protocite cells (there so much of them, I could build a base with it).

    >Nano-Fabricator
    Not sure how to feel about that one. Generally I dont think that creating new stations for any sake of separating recipes is a good idea. Especially it goes for
    >Power Press
    >Fuel Refinery

    >Atmospheric Filter
    That one have potential. All that elements of surviaval on harsh planets. More roleplaying in head. I like it.

    Also I suggest you to do something with clonning lab
     
    sayter likes this.
  15. sayter

    sayter The Waste of Time

    Cloning Lab is a massive project , since we have to essentially use lua for everything it does. It's panned, but the details on how it works are complicated, to say the least.

    IE: We need to have it calculate, based on what you put into it, what those ingredients do. Then apply those ingredients effects to a seed. Then combine them INTO that seed, creating a truly unique plant that combines elements of other plants. (IE: Blister Bush that produces items capable of healing as well as the normal glow, or a Hellfire plant that freezes and spews nitrogen instead of lava). We're not really even sure it CAN be done the way I'd like to do it. If it can't, I'll simply remove it. No one will miss it in it's current form anyway :)
     
  16. Shidonai

    Shidonai Aquatic Astronaut

    >We need to have it calculate, based on what you put into it, what those ingredients do. Then apply those ingredients effects to a seed. Then combine them INTO that seed, creating a truly unique plant that combines elements of other plants.

    Oh, wow.[DOUBLEPOST=1427906698][/DOUBLEPOST]Can you please check if download page working as intended? I can't get that window for downloading the archive.
     
  17. Wulf_Oman

    Wulf_Oman Existential Complex

    From my experience (granted it isn't much) this isn't possible (at least not yet) without implementing unique items for each.

    EX: The upgraded survival packs in the old version of Atomworks, and in Crystalworks the imbuing is all unique armor pieces with names like apextier5headtopaz and apextier5chestruby
     
  18. Aegis J Hyena

    Aegis J Hyena Existential Complex

    >We need to have it calculate, based on what you put into it, what those ingredients do. Then apply those ingredients effects to a seed. Then combine them INTO that seed, creating a truly unique plant that combines elements of other plants.

    Use Random.org for seed generation. It's "truly random" there. Or can the game not call out to websites :p

    Generator sounds like it could run things at a higher rate of speed, or produce "advanced" versions of things due to the power expended. Maybe add chemicals to a transmuter device and turn say copper to silver, silver to gold, etc etc etc.

    Nanofab should have a nanostove as part of the crafting recipe, just because. I do like the idea of it.

    I like the power press. You could also use it to "flatten" metals to produce appropriate tiles for builds (copper tile plate, silver plating, etc... maybe recolored/tinted versions of titanium tiles that can still be painted)

    Fuel Refinery could double as a transmutation device, or ores/chemicals put inside refined to Liquid Erchius or something...

    I like the Atmo Filter. Very useful.

    Idea: Replicator: Put in some food, it absorbs it into its memory, never have to craft food again! (Consumes fuel / grown food / some other resource)

    Idea: Planet Scanner: Shows grapics of the surface life of a planet (when used onboard ship) marked "hostile" or "neutral". Upgrades could show tree design, minibiomes available, penetrate ground and show what's below, or show minibosses, or show "Apex Lab Detected" (useful for those damn fetch quests!), etc.
     
  19. sayter

    sayter The Waste of Time


    it CAN be done. It's just something I have no idea how to even begin to approach , code-wise.
    actually, that's not bad. Give it more utility than just taking the load off of the MA.

    again, more utility for an otherwise too-simple idea. Not a bad idea there. But that sounds more or less like what the Array already does. Needs more cowbell.[/quote]

    Not bad. Not sure there's a need or a call for it in FU, but still not bad. How do you picture it working? Would it be a 3d-printer item but for food?

    I wouldn't even know where to start with this one. great idea though.
     
  20. Wulf_Oman

    Wulf_Oman Existential Complex

    alright, if you manage to get it working do please share because it's a little tiring making 13+ versions of the same armor with different effects and such
     
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