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RELEASED FrackinUniverse 6.4.3

Enhance your starbound experience in every area. Massive mod.

  1. Xylia

    Xylia Tiy's Beard

    Usually, an error will mention a file, or an entity in-game.

    Then it's up to you to figure out which mod(s) add or modify said file or entity. You could try posting just the error message here and I can give you an idea of what sort of error you're looking at. You could also pastebin the whole thing and link that. Just don't upload the .log file, lol.

    EDIT: I will say that some errors are particularly annoying to diagnose, as they are far too vague or obtuse as to what the problem actually is. I think that CF could improve the error reporting system to make these errors a little easier to understand, TBH. But until they do... some errors are just a pain in the butt to deal with.
     
  2. comet1337

    comet1337 Big Damn Hero

  3. sayter

    sayter The Waste of Time

  4. TakasuRyuji

    TakasuRyuji Scruffy Nerf-Herder

    I noticed recently in the patch notes you've been integrating outside mods into FU, my issue with that is it starts to spawn problems with other mods people are using that initially filled the role of the one's now forced by FU. For example, I currently use the "Make the Universe a Cuter Place" mod (formerly Cutebound) which largely redefined the aesthetic of NPC hair (and appearance in general) in Starbound. However the recent hair mod added to FU (Patchwork Hair) changed most of the Outpost NPC's hairs to two-toned, simple hairstyles that clash with my preferred mod's aesthetic.

    The oddest part about FU's integration of Patchwork Hair is that I did in fact have a version of it already in my game since I also use the Community Hairstyles Pack, but none the less (possibly due to a change in load order between CHP, FU, and MUCP) the hairstyles of my NPCs we're overwritten.

    I'm all for mod compatibility, but I believe FU should stay it's own mod and allow us players to choose the external mods we wish to use to cover the areas it does not. The original content it adds already is great on it's own!

    On a side note, what happens when a player has two of the same mod due to integration? For example I already have the Flare Gun mod, so would I just be unaffected by the change, do I uninstall the original mod now that it's been integrated into essentially a modpack, would there be an error if the original mod was updated out of sync with FU? I'm asking just so I know the best course of action since I've never actually used an auto-updating mod and respective modpack side-by-side.
     
    Last edited: Jan 12, 2017
  5. sayter

    sayter The Waste of Time


    New hair: all i did was add 15 hair styles to the game. thats all. NPCs randomly pull from them, and I had nothing to do with that bit. Nothing was overwritten. The additional hairstyles simply are added to the pool of possible styles.

    FU has always added various smaller mods that died off. It's been doing that since the start, and will continue to do so when it suits me. Which is, to say, completely randomly :) That said, I was unaware that the community hairstyle pack had them (I dont use hairstyles, really, so I wouldnt have known) and if it is a consistent issue I can simply remove them without caring. Or better yet, redesign them into my own versions so they aren't identical to anyone elses (more likely to do that)

    The Flare Gun in FU has been in FU for over 2 years. I simply made it craftable. It is not the same flare gun as that other mod. Previously it was only lootable. I have no idea what the other flare gun mod looks like or acts like. Therefore, you should be able to use both without issue (unless they use the same item ID, in which case one will overwrite the other...so, no harm done either way there)
     
    Last edited: Jan 12, 2017
  6. Reactorcore

    Reactorcore Scruffy Nerf-Herder

    Err... that turret naming issue I mention back then... you mixed them up man.
    Tesla turret is named the rocket turret
    Rocket turret is named the tesla turret
     
  7. sayter

    sayter The Waste of Time

    yea, I noticed. Already corrected for next release lol. I derped.
     
    Reactorcore likes this.
  8. Mooncalf99

    Mooncalf99 Spaceman Spiff

    Some of the learnable "hi-tech"-style furniture designs aren't showing up in the workbench. Specifically, the toilet, oven, and table. May be others as well that I haven't found the blueprints for.
     
  9. sayter

    sayter The Waste of Time

    they seem to be craftable at the matter assembler, rather than the crafting table. That is apparently your issue. I'll have t correct that.
     
  10. rylasasin

    rylasasin Cosmic Narwhal

    Am I the only one with problems finding bees?

    Okay so I started a new game, bees were plentiful. Then as time went on they got rarer and rarer. Now they don't seem to spawn AT ALL. I've been to every single planet in this system (3 lush planets, 1 desert, 2 forests, 1 bog), but now none of them have bees of any kind. Not even the one I started on.
     
  11. LaughingAlex

    LaughingAlex Ketchup Robot

    Some small issues with the rocket and tesla turrets: Breaking a rocket turret gave me a tesla rifle and breaking a tesla turret I'm going to guess gives a micro-rocket launcher.

    Rocket turret rockets also home in on the player if the player is closer to the turret than the enemy they are shooting at.

    Another small issue: Cannot put metal parts and bolts into the smelters, and bolts turn into tissue cultures when put in an extractor. Metal-coated wood also turns into tissue cultures in an extractor to.

    The Atmosphere condenser gives "Processors" instead of "Quantum processors" on metallic/cybernetic moons. They give the other processors/AI chips fine and with the ratios/frequency I'd expect.
     
  12. moomindude

    moomindude Void-Bound Voyager

    Sayter, I'm getting a bit of a bug with the Implants, specifically with the Stimulant Rig and its brethren: whenever I craft one, it takes my resources but shows me as having received 0x Stimulant Rig. Sure enough, no stimulant rig in my inventory. Is it based on a piece of tech I haven't gotten yet?
     
  13. Febilian

    Febilian Cosmic Narwhal

    As far as I'm aware, it's a dummy item that triggers a quest, which auto-completes and consumes the crafted item to make the tech available for unlocking at a standard tech station for tech cards. Correct me if I'm wrong, I just remember doing something like that the other day for one of them. Don't know if it's the exact issue you're having, but it's worth looking whether something new showed up in your tech list where sprints/etc are.
     
  14. Mooncalf99

    Mooncalf99 Spaceman Spiff

    Bees are randomly generated. If you walk through an area and don't find any, walk back and check again. Don't write off the whole planet just because you didn't find any on the first look. Also, they seem to spawn in caves and crevices just below the surface layer, so check there. Also, bees mostly spawn during the day (discounting the nocturnal bees, I suppose), so do your bee-hunting while the sun's up. Don't lose hope - it'll take a few tries.

    This is entirely correct. The new tech will be available at the tech shop at the Outpost. (Bring tech cards.) You get zero items because it's immediately removed by the quest so you don't clog up your inventory with junk.
     
  15. sayter

    sayter The Waste of Time

    and if you haven't finished the opening quests to get the first 3 tech slot items early-game, they wont do anything at all. You must first have the tech slots in use before getting additional techs to put in those slots :)
     
  16. glassdragon

    glassdragon Scruffy Nerf-Herder

    How do I look at the collections added by FU? I remember being able to see and select painting collection back when that was the only one, but now the only tabs I see in the Collections menu are the vanilla ones. I still get notifications when something is added to a FU collection, I just can't look at the collection itself. The only UI-altering mod I'm using is Extended GUI by v6/v6ooo.
     
  17. Legogod

    Legogod Cosmic Narwhal

    Use this. http://community.playstarbound.com/resources/custom-collections-ui.4140/
     
    glassdragon and Reactorcore like this.
  18. Cross Czech

    Cross Czech Phantasmal Quasar

    So a Geological Merchant CAN become a crew member and sell ores in the Frackin Universe? I know the regular SB wiki says that merchants can never become crew.
     
  19. Legogod

    Legogod Cosmic Narwhal

    The Geologist is a crew type that will sell you cheap ores on your ship once recruited. Worth noting that you can't bring them down to planets with you.
     
  20. comet1337

    comet1337 Big Damn Hero

    so i found robot parts
    now what do i use them for?
    or rather how and where?

    oh also, how do i get metallic hydrogen again?
    i know you can make in your biochem lab, but i believe you need a sample of it to unlock the recipe
     
    Last edited: Jan 14, 2017

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