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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

    works for me. go ahead. Was considering doing this, and now I won't have to.
     
  2. NovastarX

    NovastarX Big Damn Hero

    It's good that you don't have to because it's a lot of work.:cry: (but in a good way)
     
  3. Xylia

    Xylia Tiy's Beard

    DUDE. All of my yes.

    I would love to have a mod like that available, haha. We need this, like, ASAP.
     
    NovastarX likes this.
  4. T4ke

    T4ke Void-Bound Voyager

    Great Mod, but I have one question:

    Is there a way to turn off all extra Tile Effects? I tried to edit the Script files, is there a "None" tile effect?
     
  5. warbrand2

    warbrand2 Subatomic Cosmonaut

    ok on the damages do not know the parts but I can describe the moves.


    one of the monsters on my home world a biped one with some techno part, opens up with a shotgun like attack of 3 black waves deals 20 damage each, then if I am not fast enough bursts freaking lasers that did 50 damage each.

    so yeah until I got armor it was a pain to deal with.


    on another planet a generated monster used the genaric bite but they would almost always throw giant iceballs every time they attacked. think that is a bug or something but on the second grade armor it was doing about 70 damage per total hit, and that was on a gental star.


    that is just two examples I have seen more but they are rare and fare between, as the pre builts are always better.


    some things I have noted.


    1. floran structures that appear there have these strange grey rock creatures which always spawn half way in the ground to big in small rooms. also the scorpion things tend to spawn stuck in the ground.

    2. large birds tend to have their head disconect from their body if you hit them while they are landing or on the ground. (doesn't happen in vanilla.)

    3. the lack of player light can make parts of the game really freaking dificulty(nit pick)

    4. the generator protected dungeons are annoying in this mod, as you can't turn off the generators. while vanilla areas with them you can.


    other thing a suggestion I might as well link to here as I doubt anyone will pick it up.
    http://community.playstarbound.com/threads/suggestion-concept-drone-defense.121542/
     
  6. Phreazerburn

    Phreazerburn Scruffy Nerf-Herder

    Plasma. Beam. Cannon.

    This is the best thing ever.

    I have always tended towards ranged, slow firing, high damage weapons, and this is the king of them all (at least from what's unlocked so far).
     
  7. AlexQuinn13

    AlexQuinn13 Pangalactic Porcupine

    I am having a hard time finding worlds with bamboo and peaches on them. Any suggestions? And while I am asking what other fruit trees were added? I think I found pear once but haven't seen any of those in a while. Any help would be greatly appreciated!
     
  8. Xylia

    Xylia Tiy's Beard

    Planets that have bamboo (usually rainforests) will say in their description in the cockpit. As for peaches, I saw peach trees once but I forget where.
     
  9. sayter

    sayter The Waste of Time

    now you're speaking my language. I think I need to tighten up the secondary though. Those missiles are almost useless.
     
  10. Gratuitous Lurking

    Gratuitous Lurking Space Kumquat

    I've seen Peaches and Apple trees both on Lush planets, and similar temperate ones.
     
  11. thegamemaster1234

    thegamemaster1234 Void-Bound Voyager

    I'm having a little bit of trouble understanding the power system. Well, not exactly.
    It's more about power distribution.

    I'm at the stage where I have four different machines each with differing power requirements (a blast furnace, a powder sifter, an advanced centrifuge, and an atmospheric condenser). I would like to be able to have an easy way to distribute power to these machines, but the only way that seems to be possible is to have four different batteries of at least the required power level for the given machine, because instead of powering all connected machines, a battery always seems to prefer the machine requiring the least power.

    This feels incredibly inefficient. I would much rather be able to have one power pool from which I am then able to distribute to machines, so that the stored battery power actually goes to some use. Currently the only way to do this is by constantly rewiring the output node to the machine I wish to use, but again, this gets very annoying very very fast, especially since I don't have my power storage right next to my machines.

    Also, though this isn't a big issue, machines with something in the input that is processable but there isn't enough of to actually process will still consider themselves 'on' and will drain power and display an animation, although they're not actually doing anything. Examples: placing a single ore in the blast furnace, one liquid in the centrifuge, etc..
     
  12. renbear

    renbear Cosmic Narwhal

    Well, the fundamental problem is that the system always just divides the available power by the number of power-consuming stations connected. I looked into making the code smarter a while back, but it's a chicken-and-egg problem. If I remember correctly, it had something to do with the source having a set amount to spread around, but not being able to determine how much every station (especially batteries!) wants to consume.

    I'll be looking at it again, soon. One of the reasons I've been putting it off is that Starbound's engine has some limitations regarding objects only working within a certain distance of an active player, so the total functional complexity we can achieve is capped.

    Edit: That one-ore bug is annoying as hell. I'll see if I can squash that. If it's any consolation, the power system originally didn't care whether the stations were active or not, until I came along.
     
  13. thegamemaster1234

    thegamemaster1234 Void-Bound Voyager

    Thanks for the clarification! In the meantime, I'll just have to deal with lots of batteries, I guess...
     
  14. AlexQuinn13

    AlexQuinn13 Pangalactic Porcupine

    Ok finally found bamboo. I found pear trees on primeval forests planet. So now to find peach trees. THanks for the info.
     
  15. Narfkopp

    Narfkopp Phantasmal Quasar

    Are the new conduits operational, yet? If so, could someone tell me how to use them?
    I hooked the red one from the power source to one blue of the conduit. Red of conduit went to blue of blast furnace. Blast furnace does not get any power. The conduit changes to green color, but the power sensor hooked to it always display 0.

    Power source was in range to be active (so far I have been using batteries as extensions and that worked fine).

    What am I doing wrong?
     
  16. renbear

    renbear Cosmic Narwhal

    A fix for the leftover-ore/liquid/material power consumption problem is now pending @sayter 's approval in the morning. :-{)]
     
  17. lizabell

    lizabell Scruffy Nerf-Herder

    currently in FU biome some livestocks like chickens and fluffalos spawn as wild animal, but once they spawned, they are registered as player property so they never despawn and more keep spawning. especially in underground caves.
    this leads my base which built on FU biome makes so laggy, is there are any way to despawn them, or at least stop spawning? im killing them sometimes with molotov, but its not good solution since they keep spawning.
    sorry for bad English. i love this mod so much.
     
  18. SpaceKGreen

    SpaceKGreen Existential Complex

    So the "fleshleech" monster commonly found in elder biomes seem a bit overpowered. The "inkspray" attack they have? The one that, as a liquid-spraying attack, hits multiple times very rapidly? It does a silly amount of damage; one salvo from the leeches on the planet I was just visiting was enough to kill me several times over despite wearing War Angel armor.

    Normally this wouldn't be much of a problem, since you could just kill the things from a distance. But their current movement pattern that allows them to climb up walls and across ceilings doesn't rotate their sprite very well, causing them to disappear into the ceiling. And there isn't much of a windup for the inkspray attack.

    Having to restart a surface crawl over very annoying terrain because a couple flesh leeches caught me by surprise and pretty much one-shot me is a bit... vexing. :p
     
    renbear likes this.
  19. sayter

    sayter The Waste of Time

    im going to make them killable, dont sweat it :)



    noted. thanks
     
    lizabell likes this.
  20. Phreazerburn

    Phreazerburn Scruffy Nerf-Herder

    I feel kinda bad about not saying it before, but I am crazy about this mod, too! Its crazy how much more content there is here than in the vanilla game. Its also very well implemented.

    New question. I have noticed that random worlds have random difficulty. How high can it go, though? I've already come across a 7.9, and I know that affects the quality of loot and monster difficulty. Is there a cap? What is the highest number some of you other players have seen?
     
    FrAndromeda likes this.

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