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RELEASED FrackinUniverse 6.4.3

Enhance your starbound experience in every area. Massive mod.

  1. Phreazerburn

    Phreazerburn Scruffy Nerf-Herder

    My Matter Assembler doesn't seem to have Ansible Network listed. Any ideas? You don't need to unlock it by making something else first, do you?

    Also, the Ansible Network is one of the only items that isn't available to use at the Science Outpost.

    Failing that, is there another way to acquire Potent Mutagene?
     
  2. SpaceKGreen

    SpaceKGreen Existential Complex

    Forgot the exact thing that unlocks the Ansible Network, so all I can suggest is making every other station available at the Assembler.

    As for the Potent Mutagene, you can unlock the recipe by crafting some Alien Compound, which you should be able to craft after making a Prisilite Star with your Fission Furnace.
     
  3. Gratuitous Lurking

    Gratuitous Lurking Space Kumquat

    So, bit of an odd one...

    I'm working on my primary colony planet, and I was recently asked by a tenant to make use of 'weird' items. Was a little confused, as was unsure of that tag, so looked it up and it wasn't a vanilla thing. ^^; I'm assuming this is a tag added by FU? What sorta things should I be looking into for that tag?
     
  4. SpaceKGreen

    SpaceKGreen Existential Complex

    Nope, it's a vanilla thing. When a tenant asks you to use "weird items", they're asking you to use furniture with the "odd" tag.

    Inside Starbound's files, it's in "quests/generated/pools/buildingthemes.config".
    Code:
    [
      [0, [
        {"tag" : "human", "name" : "pieces of ^orange;Human furniture"},
        {"tag" : "floran", "name" : "pieces of ^orange;Floran furniture"},
        {"tag" : "apex", "name" : "pieces of ^orange;Apex furniture"},
        {"tag" : "hylotl", "name" : "pieces of ^orange;Hylotl furniture"},
        {"tag" : "glitch", "name" : "pieces of ^orange;Glitch furniture"},
        {"tag" : "avian", "name" : "pieces of ^orange;Avian furniture"},
        {"tag" : "science", "name" : "^orange;Scientific-looking things"},
        {"tag" : "electronic", "name" : "pieces of ^orange;technology"},
        {"tag" : "odd", "name" : "^orange;weird things"},
        {"tag" : "pretty", "name" : "^orange;pretty things"}
      ]]
    ]
    


    -------------------------------------------------------------------------------

    EDIT: On a different note, got a bug report. Happened on my Tabula Rasa planet colony, but may be something in vanilla starbound's code. I think it tried to spawn a monster, then shat itself because Tabula Rasa planets don't have monsters.
    Code:
    [03:21:24.874] [Error] Fatal Error: Access violation detected at 000000013F4766F6 (Read of address 000000005568A000)
    [0] 13f4d1ee3 Star::captureStack
    [1] 13f4d212c Star::fatalError
    [2] 13f4766f6 Star::JsonWriter<Star::Utf8OutputIterator<Star::FunctionOutputIterator<<lambda_94356d5cb60ee0e093b30f2b998188c2> >,char32_t> >::objectKey
    [3] 13f47e709 Star::JsonStreamer<Star::Json>::toJsonStream
    [4] 13f47e729 Star::JsonStreamer<Star::Json>::toJsonStream
    [5] 13f4715eb Star::hash<Star::Json,void>::operator()
    [6] 13f68b63c Star::hash<std::tuple<Star::String,unsigned __int64,Star::Json>,void>::operator()<3,unsigned __int64,Star::Json>
    [7] 13f68b583 Star::hash<std::tuple<Star::String,unsigned __int64,Star::Json>,void>::operator()<3,Star::String,unsigned __int64,Star::Json>
    [8] 13f68c4c6 std::_Hash<std::_Umap_traits<std::reference_wrapper<std::tuple<Star::String,unsigned __int64,Star::Json> const >,std::_List_iterator<std::_List_val<std::_List_simple_types<std::pair<std::tuple<Star::String,unsigned __int64,Star::Json> const ,std::pair<__int64,Star::WeightedPool<Star::MonsterVariant> > > > > >,std::_Uhash_compare<std::reference_wrapper<std::tuple<Star::String,unsigned __int64,Star::Json> const >,Star::hash<std::tuple<Star::String,unsigned __int64,Star::Json>,void>,std::equal_to<std::tuple<Star::String,unsigned __int64,Star::Json> > >,Star::BlockAllocator<std::pair<std::reference_wrapper<std::tuple<Star::String,unsigned __int64,Star::Json> const > const ,std::_List_iterator<std::_List_val<std::_List_simple_types<std::pair<std::tuple<Star::String,unsigned __int64,Star::Json> const ,std::pair<__int64,Star::WeightedPool<Star::MonsterVariant> > > > > > >,1024>,0> >::_Insert<std::pair<std::reference_wrapper<std::tuple<Star::String,unsigned __int64,Star::Json> const > const ,std::_List_iterator<std::_List_val<std::_List_simple_types<std::pair<std::tuple<Star::String,unsigned __int64,Star::Json> const ,std::pair<__int64,Star::WeightedPool<Star::MonsterVariant> > > > > > >,std::_Nil>
    [9] 13f699fc9 Star::OrderedMapWrapper<std::unordered_map,std::tuple<Star::String,unsigned __int64,Star::Json>,std::pair<__int64,Star::WeightedPool<Star::MonsterVariant> >,Star::BlockAllocator<std::pair<std::tuple<Star::String,unsigned __int64,Star::Json> const ,std::pair<__int64,Star::WeightedPool<Star::MonsterVariant> > >,1024>,Star::hash<std::tuple<Star::String,unsigned __int64,Star::Json>,void>,std::equal_to<std::tuple<Star::String,unsigned __int64,Star::Json> > >::insert
    [10] 13f68e4e1 Star::LruCacheBase<Star::OrderedMapWrapper<std::unordered_map,std::tuple<Star::String,unsigned __int64,Star::Json>,std::pair<__int64,Star::WeightedPool<Star::MonsterVariant> >,Star::BlockAllocator<std::pair<std::tuple<Star::String,unsigned __int64,Star::Json> const ,std::pair<__int64,Star::WeightedPool<Star::MonsterVariant> > >,1024>,Star::hash<std::tuple<Star::String,unsigned __int64,Star::Json>,void>,std::equal_to<std::tuple<Star::String,unsigned __int64,Star::Json> > > >::get<<lambda_d7a44d64865872d49d041076f41a0355> >
    [11] 13f69b3a2 Star::MonsterDatabase::monsterFamily
    [12] 13f69b97c Star::MonsterDatabase::monsterVariant
    [13] 13fb2226a Star::LuaBindings::WorldCallbacks::spawnMonster
    [14] 13fad93c9 std::_Invoker_functor::_Call<Star::Maybe<int> (__cdecl*const & __ptr64)(Star::World * __ptr64,Star::String const & __ptr64,Star::Vector<float,2> const & __ptr64,Star::Maybe<Star::MapMixin<std::unordered_map<Star::String,Star::Json,Star::hash<Star::String,void>,std::equal_to<Star::String>,std::allocator<std::pair<Star::String const ,Star::Json> > > > > const & __ptr64),Star::World * __ptr64 const & __ptr64,Star::String,Star::Vector<float,2>,Star::Maybe<Star::MapMixin<std::unordered_map<Star::String,Star::Json,Star::hash<Star::String,void>,std::equal_to<Star::String>,std::allocator<std::pair<Star::String const ,Star::Json> > > > > >
    [15] 13faedbaa std::invoke<Star::Maybe<int> (__cdecl*const & __ptr64)(Star::World * __ptr64,Star::String const & __ptr64,Star::Vector<float,2> const & __ptr64,Star::Maybe<Star::MapMixin<std::unordered_map<Star::String,Star::Json,Star::hash<Star::String,void>,std::equal_to<Star::String>,std::allocator<std::pair<Star::String const ,Star::Json> > > > > const & __ptr64),Star::World * __ptr64 const & __ptr64,Star::String,Star::Vector<float,2>,Star::Maybe<Star::MapMixin<std::unordered_map<Star::String,Star::Json,Star::hash<Star::String,void>,std::equal_to<Star::String>,std::allocator<std::pair<Star::String const ,Star::Json> > > > > >
    [16] 13faddd5b std::_Invoke_ret<Star::Maybe<int> (__cdecl*const & __ptr64)(Star::World * __ptr64,Star::String const & __ptr64,Star::Vector<float,2> const & __ptr64,Star::Maybe<Star::MapMixin<std::unordered_map<Star::String,Star::Json,Star::hash<Star::String,void>,std::equal_to<Star::String>,std::allocator<std::pair<Star::String const ,Star::Json> > > > > const & __ptr64),Star::World * __ptr64 const & __ptr64,Star::String,Star::Vector<float,2>,Star::Maybe<Star::MapMixin<std::unordered_map<Star::String,Star::Json,Star::hash<Star::String,void>,std::equal_to<Star::String>,std::allocator<std::pair<Star::String const ,Star::Json> > > > > >
    [17] 13fadb2ea std::_Call_binder<std::_Unforced,0,1,2,3,Star::Maybe<int> (__cdecl*const)(Star::World * __ptr64,Star::String const & __ptr64,Star::Vector<float,2> const & __ptr64,Star::Maybe<Star::MapMixin<std::unordered_map<Star::String,Star::Json,Star::hash<Star::String,void>,std::equal_to<Star::String>,std::allocator<std::pair<Star::String const ,Star::Json> > > > > const & __ptr64),std::tuple<Star::World * __ptr64,std::_Ph<1>,std::_Ph<2>,std::_Ph<3> > const ,std::tuple<Star::String && __ptr64,Star::Vector<float,2> && __ptr64,Star::Maybe<Star::MapMixin<std::unordered_map<Star::String,Star::Json,Star::hash<Star::String,void>,std::equal_to<Star::String>,std::allocator<std::pair<Star::String const ,Star::Json> > > > > && __ptr64> >
    [18] 13fad711f std::_Binder<std::_Unforced,Star::Maybe<int> (__cdecl&)(Star::World * __ptr64,Star::String const & __ptr64,Star::Vector<float,2> const & __ptr64,Star::Maybe<Star::MapMixin<std::unordered_map<Star::String,Star::Json,Star::hash<Star::String,void>,std::equal_to<Star::String>,std::allocator<std::pair<Star::String const ,Star::Json> > > > > const & __ptr64),Star::World * __ptr64 & __ptr64,std::_Ph<1> const & __ptr64,std::_Ph<2> const & __ptr64,std::_Ph<3> const & __ptr64>::operator()<Star::String,Star::Vector<float,2>,Star::Maybe<Star::MapMixin<std::unordered_map<Star::String,Star::Json,Star::hash<Star::String,void>,std::equal_to<Star::String>,std::allocator<std::pair<Star::String const ,Star::Json> > > > > >
    [19] 13fb0915d <lambda_d1a634721417dec6e1e645f4c414aeed>::operator()
    [20] 13fad8a5f std::_Invoker_functor::_Call<<lambda_d1a634721417dec6e1e645f4c414aeed> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>
    [21] 13faed6d0 std::invoke<<lambda_d1a634721417dec6e1e645f4c414aeed> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>
    [22] 13fae0fb9 std::_Invoke_ret<Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,<lambda_d1a634721417dec6e1e645f4c414aeed> & __ptr64,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>
    [23] 13fb0ee7b std::_Func_impl<<lambda_d1a634721417dec6e1e645f4c414aeed>,std::allocator<int>,Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>::_Do_call
    [24] 13f4a04bd std::_Func_class<Star::Variant<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,Star::LuaVariadic<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> > >,Star::LuaEngine & __ptr64,unsigned __int64,Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData> * __ptr64>::operator()
    [25] 13f49f554 <lambda_a03bcae4599b53751a446949639a4d5e>::operator()
    [26] 13f42a798 luaD_precall
    [27] 13f443582 luaV_execute
    [28] 13f42a2a3 luaD_call
    [29] 13f42aa7b luaD_rawrunprotected
    [30] 13f42a4b0 luaD_pcall
    [31] 13f4209d4 lua_pcallk
    [32] 13f4a7530 Star::LuaEngine::pcallWithTraceback
    [33] 13f659b0e Star::LuaEngine::callFunction<float>
    [34] 13f65cce4 Star::LuaFunction::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
    [35] 13f65cb71 Star::LuaBaseComponent::invoke<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
    [36] 13f660afc Star::LuaUpdatableComponent<Star::LuaWorldComponent<Star::LuaBaseComponent> >::update<Star::Variant<Star::Empty,bool,__int64,double,Star::String,Star::LuaTable,Star::LuaFunction,Star::LuaThread,Star::LuaUserData>,float>
    [37] 13f73317f Star::Object::update
    [38] 13fa7a13b Star::ContainerObject::update
    [39] 13f9def2e <lambda_5251ea3b435705ab973fc9e3a86aa323>::operator()
    [40] 13f5f0487 Star::EntityMap::updateAllEntities
    [41] 13f9fdc82 Star::WorldServer::update
    [42] 13fa05762 Star::WorldServerThread::update
    [43] 13fa051c8 Star::WorldServerThread::run
    [44] 13f4cea0e Star::ThreadImpl::runThread
    [45] 76c659ed BaseThreadInitThunk
    [46] 76e9c541 RtlUserThreadStart
    
     
    Last edited: Aug 14, 2016
  5. Gratuitous Lurking

    Gratuitous Lurking Space Kumquat

    Ah, Odd tag, got it.
     
  6. demonsage307

    demonsage307 Void-Bound Voyager

    Is there any way to turn off weather on certain planets? the mist weather on bog planets lags the game and makes it pretty much unplayable on those planets
     
  7. Vegetable Lamb

    Vegetable Lamb Existential Complex

    I want a weather control station, and a weather generator (for barren worlds).

    That being said, I love my mist, but then I have a monster rig so....
     
  8. sayter

    sayter The Waste of Time

    There's nothing more to answer. They are rare. You will have issues finding them. Done.
     
  9. sayter

    sayter The Waste of Time

    Yes. Obviously you do if it isn't listed. Common sense, dude.

    Yes, and this will always be the case.

    Hard work.



    Nope. Bogs were heavily toned down. Not much more I can do.
     
  10. sayter

    sayter The Waste of Time


    you are 300% incorrect on this. Biomes dont care what you spawn on them. What did you spawn?
     
    renbear likes this.
  11. Xylia

    Xylia Tiy's Beard

    @Phreazerburn : The Ansible Network is a POWERED station (and most likely the first one you'd build). Did you build generators/batteries yet?

    Obviously, there's no sense in unlocking the recipe for a powered station if you haven't even made any power sources/storage units yet, right?

    EDIT: And obviously, the Ansible Network is not available at the Outpost. Surely you can understand the reason why?
     
    renbear likes this.
  12. sayter

    sayter The Waste of Time

    ..and if you can't understand why, perhaps take a second to think on why instead...... :)
     
  13. SpaceKGreen

    SpaceKGreen Existential Complex

    I didn't spawn anything. I didn't attempt to spawn anything. What I thought happened with the bug is that the game's monster spawning system tried to spawn a monster, then freaked out because it had no data.
     
  14. Xylia

    Xylia Tiy's Beard

    You could put an Ansible Network in the Outpost.......but not wire it to anything LOL.
     
  15. sayter

    sayter The Waste of Time

    Lol. Some stupid a-hole just posted 900 words of hate because of the EPP changes, on steam. Deleted the comment. but wow, some kids need more spankings.


    ah okay. no idea what is going on with that error.
     
  16. sayter

    sayter The Waste of Time

    sayter updated FrackinUniverse with a new update entry:

    balance, fixes....all that jazz

    Read the rest of this update entry...
     
  17. Phreazerburn

    Phreazerburn Scruffy Nerf-Herder

    Okay, thanks for all the helpful suggestions on my issue. It's just strange to me that somehow a Densinium Scythe, being a near top-tier item, is the first thing I have tried to make but gotten totally stuck on despite using the wiki. It seems like there is a hint that the Science Outpost has a live vendor selling Potent Mutagene, but I had already checked that and checked again this morning with no success. I went ahead and unlocked most of the last few stations that I didn't think I would need much, but those unlocked absolutely zero new things on my Matter Assembler. I'll make the last couple of them in a bit, but I'm not optimistic.
     
  18. Xylia

    Xylia Tiy's Beard

    Did you make any power-related items such as solar panels, battery units (NOT the vanilla batteries, mind you), combustion generator, etc?

    Again, the Ansible Network is a powered station. You don't learn how to make powered stations until you've made power facilities first (USUALLY, unless you find something like an Isogen Bar in a chest or something and "break" the usual progression path).

    EDIT: BTW, the Wiki is horribly out of date, and HORRIBLY incomplete. Use GitHub search instead.
     
    renbear and Phreazerburn like this.
  19. smartsoldier

    smartsoldier Space Spelunker

    So how do I use GitHub search to find out what seeds are used to make other things (seeds, armors, etc)?
     
  20. Xylia

    Xylia Tiy's Beard

    Step 1: Go to: https://github.com/sayterdarkwynd/FrackinUniverse
    Step 2: Find the Search box (it says "This Repository:" at the top)
    Step 3: Type the name of the thing you want to find, let's say, Mutavisk.
    Step 4: Find the item's real name, in this case, you want mutaviskseed.
    Step 5: Search for "mutaviskseed".
    Step 6: Find any hit that says "learnBluePrintsOnPickup" and note the filename.

    In this case... wildavesmingoseed.object.patch, wildsugarcaneseed.object.patch, plantfibre.item.patch, etc.

    Wild and non-Wild typically have the same learn lists. So, to learn Mutavisk, you need to obtain plant fibre, sugarcane seed, or avesmingo.

    EDIT: Armor works basically the same way, first you gotta find the itemID of the armor, then search the itemID and then look for a "learnblueprintsonpickup" and note what item that file is for.
     
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