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RELEASED FrackinUniverse 6.4.3

Enhance your starbound experience in every area. Massive mod.

  1. LaughingAlex

    LaughingAlex Ketchup Robot

    I didn't even have seconds, I was dead in about a quarter second when the enemy got close :). Honestly though.....

    I don't think it's to bad, as I mentioned I don't mind some things doing a lot :). It's just more being careful about how they work. Like better telegraphing, but thats something starbound would have to fix. I don't even mind attacks doing a lot of damage at range very rapidly, so long as the player has some means of avoiding it thats reasonably telegraphed(such as signs such an enemy is at the location or nearby). I think a lack of I-frames is a good thing, as it allows for a variety of enemy types better such as rapid fire or, well, the breath attack which "one shotted" me. I just have to be able to react to things properly, and expect armor to make some difference(without making me 100% indestructable like FrackinRaces glitch letting you get to 100 defense(and this 100% damage mitigtion)).

    I tend to be bothered when I feel I couldn't have done anything to prevent a death;

    Like on penumbra planets, one enemy is near invisible, and does enough damage to 2-shot a player in mid-tier equipment very rapidly and moves fast enough. There isn't any way to really see them in a lot of situations, especially on the surface.

    The enemy which killed me was a random enemy with random attacks. The enemy seemed like a rare type of enemy, but it's still a random spawn on a tier V.

    Most breaths I found when I was properly geared took off around 50%-60 of my health on a human without frackin races(so I had normal health/armor). It wasn't so bad when i went in full health. Likewise the breath could have been less damaging than I thought, as I could have had less health than I thought to. I wasn't as bothered, as I died inches from my base(I was testing out the not-so-worth-it crude bomb, it should unlock other explosives).
     
    Last edited: Aug 25, 2016
  2. VexatiousShade

    VexatiousShade Space Hobo

    While I would like to know so that I can add the requisite pages on the Frackin' Wiki, I primarily want to know the answer so that I know what in the hell I'm doing.

    What do all the new crew types do? I've tried looking on the Wiki, it wasn't there. I tried a google doc I saw linked , it wasn't there and I couldn't find any other ones with a similar name. The update tab on here didn't really elaborate on the additional crew careers, and honestly I really don't feel like combing through 230 pages of forum to get an answer. I would much rather spend my time playing more of this insanely awesome mod. So I figure asking would be quicker.

    Thanks for your time, bb.
     
  3. SpaceKGreen

    SpaceKGreen Existential Complex

    That... sounds like you might be actually running into one of FU's features. FU adds a whole bunch of effects depending on the block type you're running on. Like, cloud blocks give you low gravity, hi tech metal blocks speed you up, that sort of stuff.

    Are you running around on a garden planet? Clay blocks slow you down.

    All I've gathered so far is that FU Geologist crew members act as ore merchants, and FU Hunter crew members apparently have modified weaponry that gets hunting drops from killed monsters.
     
  4. VexatiousShade

    VexatiousShade Space Hobo

    Well, that makes two. Two I haven't even seen yet. Hoo boy.
     
  5. Narfkopp

    Narfkopp Phantasmal Quasar

    I have seen this only under specific circumstances. Either a mountain of loose silt falling and rearranging themselves or when an ocean fills up a gigantic cave beneath it. So really large amounts of blocks or liquids involved. Once this settles, it speeds up to normal. During this slow-down event everything slows down, even the amount of time between the mining "ticks".

    But then, none of this should really happen on your starter worlds.
     
  6. jonathonspy

    jonathonspy Existential Complex

  7. sayter

    sayter The Waste of Time

    That's an engine more than an fu thing
     
    jonathonspy likes this.
  8. macrollat

    macrollat Subatomic Cosmonaut

    Guys, I didn't find any posts on this, so... is there a way to turn machinery and batteries on/off? I had no success with the combustion generator and batteries so far. Also, the wire relays dont seem to extend battery signal! I connected them like so: Charged battery --> wire relay --> device. I'm still crawling when it comes to wiring, so any help is appreciated. Thanks!
     
  9. cruncieking

    cruncieking Void-Bound Voyager

    You can just wire infinitley i beleive. Anyway batteries can't be shut off unless you use all their power and to shut off generators and the like remove the fuel in them.
     
    macrollat likes this.
  10. Xylia

    Xylia Tiy's Beard

    Use a lever/switch.

    Code:
    Switch A (Red) -> Generator (Blue)
                      Generator (Red) -------> Battery (Blue)
                             Switch B (Red) -> Battery (Blue)
                                               Battery (Red) ------> Machine (Blue)
    
    If you turn Switch A off, the generator stops running (this also works on solar panels, but dunno why you'd want to).
    If you turn Switch B off, the battery will stop supplying the machine with power.

    There's a minor caveat where you need to be careful of what state the generator/switches are when you wire them up, you need to make sure the switch is ON when you wire it to the battery, otherwise it won't work properly. In that case, just snip all the wires and re-wire it.
     
    macrollat and TheFloranChef like this.
  11. LaughingAlex

    LaughingAlex Ketchup Robot

    Combustion generators are relatively stupid, and continue running until you either use a switch to turn them off, or remove the fuel. Even then, combustion generators will always use the last unit of consumed fuel. To save power and get the maximum efficiency, upgrade to a fission reactor(and later the new and improved quantum). Fission reactors, when batteries are nearly filled, will shut off automatically and thus not waste any power. Just make sure the fuel meets the fission reactors demands and put it in a position in which it won't hit you with any radiation. Quantum reactors also shut off when a battery is nearly maxed, making it far more efficient. (I'm actually ok with a combustion generator as it is, since it's such a low end power generator. I find oil better used on advanced plastics anyways :). They do give an extra use for oil and erchius liquid fuel though, which I do enjoy.)

    I did not know I could turn a battery off with a switch, I should try that. Shows how much there is to frackin universe.
     
    macrollat likes this.
  12. Xylia

    Xylia Tiy's Beard

    They probably figured it'd be easier to cut the power from the battery, rather than having you wire the switch to the machine. Probably easier to code, or something.

    And, also, IRL... machines that are hooked up to batteries usually place the switch between the battery and the actual components of the machine (though the switch is often on the machine itself, in the actual wiring it's between the battery and machine). So basically, it works just like IRL -- you attach the switch so that it cuts power output from the battery.

    It's just in-game, it looks like you're turning the battery off.... just think of it like you're turning the valve off that's just outside the battery, kinda like a hot water tank IRL -- the shutoff valve is usually on the outgoing pipe right above the tank.

    EDIT: Also, about the Combustion Generator...... its behavior makes perfect sense when you realize that it is basically a turbine engine run by a coal/wood/whatever stove that's capable of burning lots of different fuels. I don't know if you've ever heated your home with a coal or wood furnace, but you can't just shut them off on a whim. You gotta let them burn the fuel off and let the fire go out. The fuel slot on the Combustion Generator is basically just a hopper that can be closed off with a switch; the fuel that is actually inside the generator burning has to burn off before the generator can be fully shut down, just like a coal/wood stove IRL.

    Compare that to a Kerosene furnace, where you can just shut the liquid fuel off and it will shut down almost immediately. Notice that Biofuel Canisters are usually made with liquids, these are basically mini fuel tanks that you're plugging into the machine. Cut the fuel supply and the machine shuts down immediately.
     
    Last edited: Aug 25, 2016
    renbear and LaughingAlex like this.
  13. Quinch

    Quinch Cosmic Narwhal

    Hello all, I've been playing around with FU for a bit now and I have a question - is there any particular organizational structure to the FU Wiki, given that it's still fairly {and understandably} incomplete or do I just jump in?

    Oh, also, is the improved extractor supposed to run faster than the original? Because it doesn't seem to for me.
     
  14. LaughingAlex

    LaughingAlex Ketchup Robot

    Aye, I wouldn't want the combustion generator to function like fissions/quantums for just the reason that fuel simply cannot be stopped from burning so easily. In a way, a lot of the mechanics actually make sense with regards to the power generators. I think actually I just thought of a use for the wire relays; rather than transfering power we CAN use them as simple repeaters; to turn off a combustion or stop a battery from draining power to a device not actually in use(such as the Ansible Network, which I suspect draws power even when not in use, although that makes sense in that, well does a computer use power when it's on but not actually in use? Yes). It'd be nice if there was a way to stop a generator/reactor from powering batteries without just changing the wiring configuration. Maybe like a switch which, when active, moves power from itself to the battery? If it's off, the generator/reactor won't split power to it and direct more of it's power to other devices. When it's on, it draws power normally and the generator/reactor's power output splits.

    Some ways to manually control where a generator/reactor to send it's power more efficiently, know?

    Edit: Forgot to mention, Solar power should have this option to.

    Another Edit: And I also just thought of a backup generator system using the NOT gate. Another idea would be for generators/reactors/solar themselves to put out an off signal rather than an on signal whenever they are not producing power, to enable them to use logic gates.

    Like, for example: A NOT gate tied to solar arrays set to activate a combustion generator when the sun is down, and shut it off when the sun comes up. Or a NOT gate to activate some solar-charged batteries kept as a backup whenever the quantum generator finally runs out as well as sending a signal to the player that the quantum has run out of power. Batteries could have the means to do this to, I think. I'll have to see if they put off signals out when they are not providing power.
     
    Last edited: Aug 25, 2016
  15. sayter

    sayter The Waste of Time

    You are mistaken. Extractor 2 runs twice as fast as the first... And has higher output. The quantum is again twice as fast as the 2 and has even higher output
     
  16. LaughingAlex

    LaughingAlex Ketchup Robot

    I didn't notice, when I used the extractor 2, an increase of output from items I broke down on my human. I'll try it again and see.
     
  17. sayter

    sayter The Waste of Time

    Really, each crew type fits a niche. The ones in weather-based costumes will provide resistances to that environment. Warrior types kill things. Greg ... Gregs. The assassin provides poison immunity and the commando gives immunity to proto and jungle effects
     
  18. sayter

    sayter The Waste of Time

    It's not a huge increase, and not for all resources. But the speed is much better (0.75 to 0.45 per tick) and the quantum is 0.1 per tick and at least +1 for allllll output
     
  19. sayter

    sayter The Waste of Time

    Yea, I'll be fixing up damage from Beasts once I'm back from cottage



    As for bombs, I keep forgetting to do that
     
  20. VexatiousShade

    VexatiousShade Space Hobo

    So a Volcanologist, for example, provides fire immunity/immunity to burns?

    I have a scientist as well, and I believe I have a regen buff on my ship that I didn't have before. Are there multiple types of scientists like the vanilla chemist crew that give different kinds of buffs?

    How many new kinds are there, exactly? I'd like to make the Wiki as informative as possible.
     

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