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RELEASED FrackinUniverse 6.4.3

Enhance your starbound experience in every area. Massive mod.

  1. macrollat

    macrollat Subatomic Cosmonaut

    Your revamps on the stations has increasead the overall size of my base quite a bit! xD
     
  2. macrollat

    macrollat Subatomic Cosmonaut

    Guys, just noticed Pressurized Durasteel can't be extracted. Is it going to remain that way?
     
  3. Aegis J Hyena

    Aegis J Hyena Existential Complex

    Heh. I use the Universal Uncrafter mod to make more. I LIKE pressurized durasteel as my base walls.
     
  4. Xylia

    Xylia Tiy's Beard

    Non-Natural Blocks are usually not extractable as a rule, 'cept for stuff like Junk Metal etc. Given that there are hundreds of blocks, it sounds like a HUGE load of work to include each and every blocktype TBH.

    That, and some blocks could be exploited: If you can make 50x say, stone brick with 5 cobblestone, why bother dumping 50 cobblestone into an extractor when you could make 2500 stone brick and dump those in the extractor instead?

    We already have this going on with Plant Matter Blocks (I've been meaning to mention that, but kept forgetting) where you can make PMBs and then extract them for lots of resources.
     
  5. macrollat

    macrollat Subatomic Cosmonaut

    Huuum I get it. Just out of curiosity: are rusty metal and metal blocks considered "natural"? They also spawn on cyberworlds and are extractable... I have my bees making that superb durasteel for me, so it was really out of sheer curiosity :)
     
  6. sayter

    sayter The Waste of Time

    Live on Github


    4.12 RC 0.87

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

    Added missing Honey Table recipe for bees! Content


    Renamed Shiny Acorn to Helkat Tree, and its produce is now Helkat Nut. Shiny Acorn was ridiculous


    Talonseed renamed to Talon, and its fruit is now Talon Sprout


    Numerous adjustments to the Hydroponics Tray.


    Added +upgradeable flag to Lasher Hook


    Added missing unlock for lasherhook upgrade


    Vanilla crystal plant growth time reduced, and their incidence of seeds when harvested has been significantly increased from 0.01 to 0.45 (45%)


    Added new plants from Kineptic mod: Sweetscoop, lumivine and gemglow. You’ll find two on Tidewaters and one on Rainforests


    Sting-distance for hives reduced from 3 to 2.5 tiles on the normal apiary. The others have sting values added to suit.


    Miner Bee handling adjusted


    Shut-down battery bug should be corrected


    Bone armor has been re-sprited


    Dark red deserts now properly show their terrain masks from orbit


    Troll jump height increased


    Tidewater subbiomes tweaked to almost universally have only darkwater (technically its a bunch of new subbiomes, but are copies of its old ones with just darkwater as the set liquid)


    Added some new decorative plants to tidewater to make them a little more unique


    Removed magma subbiome from tidewater biome


    Improved tidewater parallax to match darkwater better


    Darkwater is less opaque


    Gregs can sometimes greg even better with a super-greg of gregness


    Various lab furniture now has the proper tabs for recipes, and should now appear in your matter assembler Furniture tab


    Some of the glowy flora now have proper fullbright layers to accent their glow


    Added new Large Power Sensor, which has 3 digits rather than 1. Unlocks with tungsten.

    Moved single-digit power sensor unlock to tungsten


    Several more armors and clothing suits have been added


    Refactored Extractor code and cleaned up some recipes


    GUI updates from Misunderstood Wookie. Armor buffs and flavor text should be more clearly defined on sight without overlap.


    The Armory got a new look and animation.


    Armors calling for Thread in their recipes have been swapped to String


    Crew member weapons adjusted


    Greg
     
  7. sayter

    sayter The Waste of Time

    they are extractable specifically because they are a primary biome block and it is useful to do so in that instance. Made blocks are rarely extractable as a general rule, and most non-naturals as well. Exceptions exist.
     
    jonathonspy likes this.
  8. Fuufuu

    Fuufuu Subatomic Cosmonaut

  9. sayter

    sayter The Waste of Time

    no idea. I need a log file, not a screenshot. Directions are the first thing given on this mods description page.
     
    jonathonspy likes this.
  10. boblog3

    boblog3 Void-Bound Voyager

    Reporting game crash.

    Using most recent github build.

    Placed solar towers in one of my colonies, replacing the solar arrays i had there.
    When i went into wired mode game crashed to desktop.
    Loaded back in, game starts me in the same place in the colony as when the crash occurred, no blocks or items load in, just the character in the centre of the screen.
    Then it crashes back to desktop.
    That's all the game does now.

    Log attached.

    As it stands now, it looks like the only way to actually get back into the game at all is to remove that planet file from the universe folder, but, if i understand correctly, this will then force the game to create a fresh planet file, thereby wiping out all the stuff i had at that colony.
    Is it possible to save this colony, maybe by removing any solar towers from the planet file itself?

    The new armoury art looks great btw.

    Update: Backed up old world file, deleted the original from the universe folder, started the game (thankfully had built the colony on a hill, so didn't spawn inside anything). Back to ship, switched off wired mode.
    Closed game, reinstated old world file.
    Loaded game, beamed back down. Works fine until wired mode is started.
    Have since run through the above steps again, removed the towers, same crash on switching to wired mode.
    Run through the steps again, this time removing all electrical/wired items from the colony.
    Colony saved.

    Not sure why the problem only started when i replaced the solar arrays, or why it continued upon the solar towers being removed. Taking everything that was wired (including doors/sensors) out has seemed to fixed the issue, as far as i don't lose my stuff and the time i've spent making the colony.
    I am a bit concerned about putting some of that stuff back in though.
     

    Attached Files:

    Last edited: Sep 7, 2016
  11. Joe Dolca

    Joe Dolca Big Damn Hero

    Character is gone. Like gone gone. What do.
    http://pastebin.com/ieg5X1zt

    Seems like Starbound is completely ignoring all my subscribed articles all of a sudden, lost every single mod in the modlist for no reason at all.
    Veryfying integrity seemed to do the trick. That or restarting steam. Freaky.
     
    Last edited: Sep 8, 2016
  12. Not Mr Flibble

    Not Mr Flibble Void-Bound Voyager

    [2] 1114974 Star::RandomAccessListMixin<Star::ListMixin<std::vector<Star::Object::InputNode,std::allocator<Star::Object::InputNode> > > >::at
    That line suggests that the problem is due to an object which had a wire input node which was connected to something but no longer has that input node due to a mod change. (I've seen similar crashes here while making local changes; reverting the change allowed easy recovery. The game should really log it and delete the offending connection.)

    If you can identify the item in question, that'd help.
     
  13. Not Mr Flibble

    Not Mr Flibble Void-Bound Voyager

    Not according to your log file; it looked in Starbound/mods and Starbound/assets as normal. However, this looks highly suspicious (and is enough to stop it searching in the Steam mods directory):
    [19:52:01.981] [Info] Failed to initialize Steam platform services
    [19:52:01.981] [Info] Application: No platform services available
     
  14. Dzelda

    Dzelda Parsec Taste Tester

    Btw Sayter, thank you for the heads up on the Armory and the nanofabricator update. I was sure to remove those form my stations just in case of oopsies ^^

    Also, thank you for reporting that. I had that issue with another character earlier myself, and had to abandon it :/ So I guess what that means is is I have to be careful with how I wire things :p The mod author sure does like changing stuff around alot on his mod.
     
  15. sayter

    sayter The Waste of Time

    you wanna try balancing tens of thousands of files? Go ahead .

    Change happens, and its rarely for the worse.

    And I have help now, so a LOT is getting done :)
     
    Xylia likes this.
  16. Xylia

    Xylia Tiy's Beard

    Tens of thousands of files that bring all kinds of awesomeness to SB.

    Seriously, I can't really play vanilla starbound anymore, because there's just not enough there. I woulda quit playing SB a long time ago ('cept maybe 1 playthrough after 1.0) if it weren't for FU.

    So yeah, changing/adding stuff = good
     
  17. Dzelda

    Dzelda Parsec Taste Tester

    I never said it was bad. I personally like change quite a bit. Its a bit of a mixed blessing since things often dont stay the same for long, but it also means the same old thing is never the same twice in a row. :) To be honest, from what I see, you and your friends probably work as hard as the Starbound dev team themselves.
     
  18. Liavain_Axon

    Liavain_Axon Scruffy Nerf-Herder

    If the problem is only when you go into wire mode, perhaps removing the objects connected to the now missing wired object would help?

    P.S. The Quantum Extractor is ignoring Godly and Mythical Honeycombs again. :/
     
  19. renbear

    renbear Cosmic Narwhal

    Fixed on GitHub. Maybe you're not using a current build?
     
  20. sayter

    sayter The Waste of Time

    Live on Github




    4.12 RC 0.87

    --------------------------------
    Las Pistol and Las Rifle unlock with Tungsten rather than zerchesium


    Zerchesium melee weapons added


    The Bracken tree now produces resin and *silk fibre* rather than completed Silk




    You should no longer find wild garpberry seeds that are utterly useless in every way


    FU crops and such can now be sold to terramart shipments (yay!)


    Fixed a bug with

    Added missing Honey Table recipe for bees! Content


    Renamed Shiny Acorn to Helkat Tree, and its produce is now Helkat Nut. Shiny Acorn was ridiculous


    Talonseed renamed to Talon, and its fruit is now Talon Sprout


    Numerous adjustments to the Hydroponics Tray.


    Added +upgradeable flag to Lasher Hook


    Added missing unlock for lasherhook upgrade


    Vanilla crystal plant growth time reduced, and their incidence of seeds when harvested has been significantly increased from 0.01 to 0.45 (45%)


    Added new plants from Kineptic mod: Sweetscoop, lumivine and gemglow. You’ll find two on Tidewaters and one on Rainforests


    Sting-distance for hives reduced from 3 to 2.5 tiles on the normal apiary. The others have sting values added to suit.


    Miner Bee handling adjusted


    Shut-down battery bug should be corrected


    Bone armor has been re-sprited


    Dark red deserts now properly show their terrain masks from orbit


    Troll jump height increased


    Tidewater subbiomes tweaked to almost universally have only darkwater (technically its a bunch of new subbiomes, but are copies of its old ones with just darkwater as the set liquid)


    Added some new decorative plants to tidewater to make them a little more unique


    Removed magma subbiome from tidewater biome


    Improved tidewater parallax to match darkwater better


    Darkwater is less opaque


    Gregs can sometimes greg even better with a super-greg of gregness


    Various lab furniture now has the proper tabs for recipes, and should now appear in your matter assembler Furniture tab


    Some of the glowy flora now have proper fullbright layers to accent their glow


    Added new Large Power Sensor, which has 3 digits rather than 1. Unlocks with tungsten.

    Moved single-digit power sensor unlock to tungsten


    Several more armors and clothing suits have been added


    Refactored Extractor code and cleaned up some recipes

    Refactored Xeno Lab code to work with the new extraction scripts


    Fixed up a few wonky stats on some 2h weapons


    Added several new alt-attacks and swapped some around on 2h weapons


    GUI updates from Misunderstood Wookie. Armor buffs and flavor text should be more clearly defined on sight without overlap.


    The Armory got a new look and animation.


    Armors calling for Thread in their recipes have been swapped to String


    Crew member weapons adjusted


    Greg
     

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