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RELEASED FrackinUniverse (Archive)

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

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  1. sayter

    sayter The Waste of Time

    you know what's even more amazing? I haven't touched ore spawn rates in months! Sounds like you just had shitty luck :)
     
  2. nobeca

    nobeca Void-Bound Voyager

    where can i find Corvex?
     
  3. sayter

    sayter The Waste of Time

    Craft it. It's a plant. That means you'll need to figure out what opens it's recipe up through experimentation. It isn't a plant that unlocks it, but rather a form of "chip". That's all I'll say :) The rest is up to you.
     
  4. nobeca

    nobeca Void-Bound Voyager

    OMG corruption seed it need ._. where can i find THAT?
     
  5. sayter

    sayter The Waste of Time

    Find some Corruption. Do the usual extraction, chemlab check, etc.
     
  6. nobeca

    nobeca Void-Bound Voyager

    Corruption... Meh
     
  7. sayter

    sayter The Waste of Time

    It'll happen , probably at that moment where you give up :) I just got two in a row as sub-biomes :)
     
  8. nobeca

    nobeca Void-Bound Voyager

    can i add u as friend for chat?[DOUBLEPOST=1440282787][/DOUBLEPOST]that'd be easier to discuss
     
    Last edited: Aug 22, 2015
  9. Learner

    Learner Subatomic Cosmonaut

    Well admittedly, it has been months! According to my old files, and posts... the last time I played extensively... was either... March... or June. (I like to backup/move data into individually sorted folders based on mods, and date of origin; according to the dates on the latest individual characters and universe backup folders, they were made in March, but according to the folder they're contained and sorted to... something was modified in June.)

    So yea, it's probably been a while; long enough for you to have tweaked the ore distribution. In fact... the starter world in this unchanged universe doesn't even have ore in the background.

    And so far... the changes I've seen seem great! (Didn't potatoes used to provide nutrient paste though?)

    Also, I've got an inquiry regarding the glowing mushrooms you can create at the Gene Design Lab. Are they made simply to allow you to grow and produce bioluminescent spores? If so, wouldn't the limitation of the glow strands impede that? (To my current knowledge, while the glow strands might be numerous, they do seem limited as I'm unaware of any renewable source for them.)

    In closing I write down this statement: I've done the math in my head... and if the player were to make one use of Super Fertilizer out of other Fertilizers (a fact that'll have significance at the end)... the player would have to harvest nearly a full stack of logs for all of the methanol required! Just the required pesticides alone compose a large portion of it! (I originally started writing this last section down, because prior to me just now checking to see... I was only aware of that one method to making them. R.I.P. Forests. :blank:)

    Dang it... you know what else I failed to notice sooner? The crafting recipe for cell material... :facepalm: I could have been done with that quest a whole lot sooner had I notice it, and might have received the quest that provides a Mining Laser rather then having to make one.
     
    Last edited: Aug 22, 2015
  10. sayter

    sayter The Waste of Time

    Nope. I don't even use an IM these days, save for at the office, and I'm not sharing my office contact info :) Besides, I am not here to answer constant questions about where to find stuff. A hint is all I toss out, usually, or a direct answer if need be. But you're meant to be exploring to find this stuff !

    Yea, the mining laser is actually a pretty "big deal" until you get your first couple MM upgrades. Then it balances out with progression nicely. In the end though, I prefer the mining guns in general, using the MM only for liquid. I find them more useful overall. But that's a preference thing. The new top tier mining guns, on the other hand, surpass MM and mining lasers.

    Ah, well then...you definitely are "behind" as I have added a ton of stuff in the last while. I suggest reading update notes if you haven't already. Extraction is better now (as I am sure you noticed), there are a variety of monsters, and a bunch of other edits.
     
  11. nobeca

    nobeca Void-Bound Voyager

    Okay, i give up! IDK where to search corruption ore
     
  12. sayter

    sayter The Waste of Time

    fungal, crystal moon, arboreal, thickjungle, lightless, penumbra

    and thats just ONE of the subbiomes that has corruption. Honestly, looking a few times and giving up isn't sufficient sometimes.

    Corruption is "rare" only if you don't look in the right places :)
     
    Last edited: Aug 24, 2015
  13. Learner

    Learner Subatomic Cosmonaut

    You know... when I re-read the differences between Penumbra planets, and Lightless planets... I was actually impressed by it.

    Does that mean that Lightless planets are cold then?
     
  14. nobeca

    nobeca Void-Bound Voyager


    Well, maybe the problem was here that i used mods "OreGalore" and "Moar caves" which reduced the chance of generating the stuf i need
     
  15. sayter

    sayter The Waste of Time

    Using ANY ore mod can affect ore. But it won't affect most FU things, as only a few biomes use the vanilla generators. Most of the rest is custom. COrruption only appears in custom generators untouched by other ore mods.
     
  16. ConstantineGR

    ConstantineGR Void-Bound Voyager

    Whats up? just started using this mod. I cant for the life of me get any food when using my hunting bow. all i get is genetic material and tissue culture. Sorry if the answer has already been answered. is there a way to get a FAQ that covers those kind of questions?
     
  17. sayter

    sayter The Waste of Time


    Honestly, it's possible I screwed that up. I hadn;t tested it entirely well. I'll take a peek at that while I am addressing the new stable update data tonight. It's a brand new feature to the mod. If you are using the github version you can fix the issue by deleting treasure/hunting.treasurepools.patch without any ill effects on the rest of the mod.

    That, or just use other food for the time being, since alien meat isn't the only avenue for yumyums :)



    Code:
    {"op":"add",
    "path":"/hunting",
    "value":[[0, {
    "pool":[ {"weight":0.5, "item":"geneticmaterial"},{"weight":0.6, "item":"tissueculture"} ]
    }
    ]]
    },
    {"op":"add",
    "path":"/huntingquadruped",
    "value":[[0, {
    "pool":[ {"weight":0.5, "item":"geneticmaterial"},{"weight":0.6, "item":"tissueculture"} ]
    }
    ]]
    },
    {"op":"add",
    "path":"/huntingflying",
    "value":[[0, {
    "pool":[ {"weight":0.5, "item":"geneticmaterial"},{"weight":0.6, "item":"tissueculture"} ]
    }
    ]]
    }
    

    I patch things in, I don't overwrite. But that doesn't mean soemthing isn't messed up. I'm simply not certain without taking a gander. I suspect I can simply change the initial value ( 0 ) to match the primary template (which uses 1)
     
    Last edited: Aug 24, 2015
  18. nobeca

    nobeca Void-Bound Voyager

    as for me the auto turrets made the mobs to drop food as well as common weapons (in this case in very low drop chance)
     
  19. ConstantineGR

    ConstantineGR Void-Bound Voyager


    Ok thanks for the reply. cheers
     
  20. sayter

    sayter The Waste of Time

    Yea, I technically didnt change any drop pools. I think the issue now is that it adds more things that COULD drop, which lessens the chances of meat. I'll simply add meat into the new drop pool as well, and that should solve the problem entirely.
     
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