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RELEASED FrackinUniverse 6.4.3

Enhance your starbound experience in every area. Massive mod.

  1. sayter

    sayter The Waste of Time


    appreciate the feedback, but this is making things MORE complex, not less. Which is opposite of what my initial feedback request was. Sorry dude... step back, take an objective look and simplify things.

    All the stuff you mentioned isn't needed in the first place. Armors have their own inherent set bonuses/abilities. You can upgrade their basic stats in the Upgrade Station if you desire. In some cases, upgraded versions are available in the nano-fabricator. That's as far as it needs to go. Also, absolutely NONE of this is about armors right now. This is 100% plant focused. I don't give a shit about anything not plant-related at the moment.

    And a randomizer for codexes would never work. You'd still need to name each file, add flavor text, correct markup, colorize the specific words needed within, and then make sure there are no ID conflicts, etc. It's just not that easy, man.

    note: its not a bad idea. It's just not something I'm thinking about yet :) It gives utility to bio-chips, and I like that.
     
    Last edited: Nov 24, 2015
  2. TempTemp

    TempTemp Star Wrangler

    I just had a random idea that just might work and/or is really crazy. What if you could use bees and maybe plants as some sort of minion to fight by your side? The plants might be something like a turret that you could use to defend yourself. They could be like some of the plants from Plants vs Zombies. Drop a few down to watch your back while mining or set them up as guards for your base. You could even have mobile plant monsters that follow you around as pets (there are floran walking around so a molbie plant is already a thing in Starbound).

    The bees could come in few forms One would be a placeable killer bee hive. Killer bees would spawn from the hive and attack their enemies (that may or may not inculde the player). The bees would keep spawning until a set limit for alive bees is reached and they would guard thier hive. There could be a throwable hive too for just a one off spawn of bees. Finally you could splice together some sort of super bee pet to aid you.
     
  3. Aegis J Hyena

    Aegis J Hyena Existential Complex

    I think there already is a placeable hive. I distinctly remember getting KILLED by one when I smashed it.
     
  4. sayter

    sayter The Waste of Time


    Well, a hive is no harder than the raptor nests, which function just fine. So this isn't unreasonable. I'll add it to the idea sheet :)[DOUBLEPOST=1448372242][/DOUBLEPOST]So, with plant unlocks, genes, etc all getting revamped it seems the best possible time to fix/address/adjust plant produce buffs.

    You're going to see a great many changes with them, though the majority will be fixes or balance adjustments. For instance, every single Defense + plant is broken as shit right now. Mostly because I forgot to balance-tweak them for the new armor system. Healing is also likely going to be nerfed a little as well. I'm not sure why, but Melodistar should be healing 60% but seems to consistently fill my bar up to almost full from almost empty. So yea.


    You'll see some new effects, too, and I'll be fixing a few effects that don't currently work as they are meant to.
     
    Last edited: Nov 24, 2015
  5. green3y3

    green3y3 Pangalactic Porcupine

    You could consider a gene dealing with gravity. For plant effects like reducing fall damage. Or make it easier to deal with high grav planets. The first picture that came into my mind was to use some of your countless plant sprites for making them drop some of the more alien genes. Like those with the translucent pod on top on proto worlds.

    Also i really liked the agaran ichor for being so strange. You could use that idea (some stuff made from mushrooms) as a highly mutagenic agent for when it comes to improve vanilla plants (or FU ones, if you're planning that). The reason i think of that is:

    There's the agaran menace - agarans are mushroom people, they're basically considered to spread their spores like viruses through galaxy. So why not use that background for making more use of mushrooms. Other than wood, they're pretty useless in the game anyway. So they could extract into some basic material to cause genes to mutate rapidly and in the end produce something useful.

    Although they're not exactly flora, i really like mushrooms, and it would be great if they could get some love, too! One idea i have for a long time is using glowing mushrooms for creating placebles like lantern posts. But made from mushrooms, they would be umbrella-like objects you could place one to another. They would have a high, fragile stem but a wide screen and be 2-3 times the size of the player. If you place them on, say lightless planets (also at night on normal planets) they would make a beautiful glowing hallway for your settlement. They could even provide light for growing plants or using solar panels in the dark.

    And i'd like to say i'm really happy with the plan for changing the concept of creating the new flora now! Since your mod came out i thought the way TempTemp suggested, using flora to create flora. i'm glad you like that, too. :)
     
    TempTemp likes this.
  6. corrupt20x6

    corrupt20x6 Scruffy Nerf-Herder

    What the sodding hell does Wolfram ore look like!?! I'm on a planet that says it's there, but I'm finding NONE!
     
  7. MrRobo

    MrRobo Void-Bound Voyager

    Is there a way to change the lighting back so the little aura of visibility is still around the player with no light? If not, it's all good, but I'm just wondering.
     
  8. SingABrightSong

    SingABrightSong Pangalactic Porcupine

    Ah, yes. One thousand times, yes. I remember my first FU playthrough. "Alright, finally crafted a Bioluminescence gene... what do you mean I need six of them?"
     
  9. TempTemp

    TempTemp Star Wrangler

    It's a dirty yellow colour that is rather hard to pick out from the backround. The ore itself is also annoyingly hard to find even when you are in the right spot. Be prepared for a long hunt to get what you need.

    You can use the Lantern on a Stick which requires oil, iron bars, and wood. The light it gives off is far more then the magic aura from the base game. When you later upgrade it you'll never fear the darkness again.
     
  10. MrRobo

    MrRobo Void-Bound Voyager

    Ah, completely forgot about the Lantern on a Stick.
     
  11. sayter

    sayter The Waste of Time

    The light is removed forever. I think it's stupid, since it completely invalidates lighting items. :) Now you NEED a light item, and without it it's creepy and dangerous. as it should be!
     
  12. JunosatoRyu

    JunosatoRyu Pangalactic Porcupine

    Say friend, with my Mod project pretty much ded, would you like to have my old ideas?
     
  13. sayter

    sayter The Waste of Time

    what are these ideas? I see no posted mods on your page. Not sure I need construction mod stuff, based on other postings you've made. If its anything FU-ish, feel free to mention it though.
     
  14. Aegis J Hyena

    Aegis J Hyena Existential Complex

    So I had a weird idea (as usual). I recall some old mods of minecraft keeping chunks "spawned" even when you were far far far out of sight range. Could this happen for Starbound? I got the image of a floating object maybe 3 or 4 tiles above the surface, and it could circumnavigate the planet, then come back to you (on the planet's surface) and you put the object in another station that "reads" it and goes "X surface chests found, X types of entities/creatures, X trees, X ore" or something. Since things aren't drawn beyond a specific distance and you can't "shift camera" to specific entities, the concept of "loading" things off screen like it did in minecraft would sort of be needed.

    It sounded better in my head, but I thought I'd bring it up since you can't scan for exact numbers from the ship.
     
  15. AsheNightwood

    AsheNightwood Big Damn Hero

    Since you are adding new things may I make a few suggestions? Like maybe an expansion to the blood part of the mod such as new construction materials and maybe elevated effects with blood such as maybe draining enemies and healing for a small ammount? Maybe a weapon or possible gene like vampiric? Just a thought i had as i would looove to see more with the blood other then just blood diamonds and quietus ore. Feel free to change the idea but woould love some blood diamond ot bloodstone bricks or something to that extent?
     
  16. sayter

    sayter The Waste of Time

    I'll eventually get to other deco. But I only have so much time, and deco is about a 0 on the Importance scale. When I'm done other stuff, I'll get to that. You're welcome to take a crack at it, in the meantime.
     
  17. fernworrier

    fernworrier Giant Laser Beams

    ....building with blood as a theme? blood magic mod for minecraft idea just pure decto though would be nice to see some of those cult folk in/at.
     
  18. sayter

    sayter The Waste of Time

    Allright... 20 hours of work or so, and I have a working base to test now. About to see if it loads up. If it's all good, I'll get it on GitHub for you guys to mess around with and break the hell out of. Balance is going to be a bitch for a bit, in terms of resource costs. It's much different.
     
  19. sayter

    sayter The Waste of Time

    Live on Github (3.27a)

    Major Revision: Plant Design -

    The entire system for which plants are created in FU has been reworked from the ground up. This was not a small amount of work (20+ hours, easily). The end result is a much more enjoyable experience. What’s different? Let’s see:

    -All the gene progression has been changed. You now “extract” plant seeds in the xenolab to get genes (all genes). So, plant-hunting and plant-raising has a definite upside. Recipes will need a lot of balancing to make the most out of this new method.

    -All plant unlocks and recipes have been readdressed and altered to suit the changes.

    -Plants of all types that are found in the wild will give seeds normally now, rather than being cheap with you. You’re rewarded for exploration, rather than made to work hard to get all the plants. As such, each biome has a unique plant that grows there as well as a selection of a few others in most cases. There are several biomes without plantlife (namely ice waste and ice moon), but they are few and far between (and will likely get their own plants sooner than later)

    Several resources have been completely removed:

    -All the old genes (though they’ve essentially been replaced by the new ones)

    -Silk Worm

    -Silk Spider

    -Amino Acid (used seldom, and essentially just added pointless crafting steps.)

    -Peptide Chain (used only in old gene research and synthesized protein)

    -Advanced Peptide Chain (no use whatsoever without gene recipes in use and even then is not necessary)

    -Blob Bush Jelly (used in only 3 recipes, and easily subbed in with different resources)

    - Organic Synthesis (nothing used it anymore)

    - Synthesized Protein (again, no longer needed)


    So, you’ll see a numerous PGIs kicking around. This is normal and expected.


    The Xeno Lab now acts as an Extractor for all intents and purposes. Seeds go in, genes come out.


    Questlines have been updated to suit the new changes. I’ve left the old ones intact, simply so that your characters don’t get annihilated. If I missed anything, let me know.


    note that the plant produce effects are not yet updated. They will be soon, as many are too good, and some are too crappy.


    - LivingRoot plant renamed to something less silly. It is now the Vanus Flower. It is available as a valid flower for Bees! aviary use as well.

    - halved Portal Juice duration from 1200 to 600 seconds.

    - Beekeeper tenants should now properly wear pants.

    - Irradiated tile swap. waste is no longer the core block, since that crap collapses and is annoying

    -bees Quest misnamed “solar power” has been fixed

    - fixed Arctic Comb extraction giving PGIs

    - battery storage is better (overall, but lower for the Cerulium unit by 4000), and their power output has been increased across the board (2u for basic battery, 8u for the top-tier unit). This should make them more useful in general.


    - Glowing Sand now smelts to Glowing Glass.

    - unrefined liquid protocite fuel value increased by +1 in the Quantum Generator.

    - Quantum Generator power output increased substantially (from 7u to 34u now, rather than maxing from 4u to 20u)

    - fission reactor now treats all biofuels as lower radiation than any radioactive rods.

    - fission reactor fuel output changed quite a bit. The following are the new output (per slot used per material). This makes the Fission Reactor vastly more effective overall (which is good, since its expensive to make) with a maximum output of 20 for 4 slots filled with Ultronium rods.

    Reminder: You can only get Ultronium by placing Solarium Rods within an Advanced Centrifuge.

    Reminder#2: The more rods that power it, the greater the radiation output of the generator.

    Biofuel - 1 power per slot

    Erithian Biofuel - 2 power per slot

    Proto-Fuel - 3 per slot

    Uranium - 2 per slot

    Enriched Uranium - 3 per slot

    Plutonium - 3 per slot

    Enriched Plutonium - 4 per slot

    Solarium Star - 4 per slot

    Ultronium - 5 per slot
     
  20. JenovaJenoba

    JenovaJenoba Big Damn Hero

    How to use U.Station?
     

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