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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


    lol. Can't make everyone happy. Sorry, but you are in the minority of people who dont want to know when they get a crit. I tried a sound effect, and it was way more anoying than the orange notification. I'm investigating other options though. It's not permanent. I've just not decided what I'll use for it yet. Removing it is simple enough, but I won't be encouraging you to edit lua code unless you know what you are doing.
     
  2. Darkspinesupersonic8

    Darkspinesupersonic8 Pangalactic Porcupine

    That is fair enough. I see your point, though at the very least.. would you at least tell me what I would actually even need to look at? I would do it myself and see what happens before trying to give it to my friend, and even then it'll only be for me and them.

    I bother to even attempt it because I really want to use FU and I trust myself to learn quickly or to have the common sense to know what not to tamper with in the script so that nothing explodes. .. And if it does explode, keep trying. I have done it once before with an effect that another mod used relating to tech, so.. I'm willing to try again now.

    of course you are not obliged to give me any instructions whatsoever, I'm simply asking if you would be so kind as to direct me to what I need to look at to remove the glow. From there I can see what I can do (and see what I can't do)
     
  3. sayter

    sayter The Waste of Time

    why not instead make a suggestion on something you feel would be tolerable, and I work it in when something decent has been offered? Seems a much better solution.
     
  4. Darkspinesupersonic8

    Darkspinesupersonic8 Pangalactic Porcupine

    The first suggestion I'd give is what if.. it was simply just the Crit text?

    While the orange glow bothers me and arguably the text can as well, if the player simply got the "+crit" pop up instead of an orange glow it'd be slightly less annoying/intolerable.

    Another idea is to apply a light effect on the enemy, perhaps instead of the player receiving a glow, or any text pop-ups the enemy receives an effect instead that shows the critical hit in action? Sort of like how other games do it, or dare I even begin to assume -- Minecraft. I think that game has 'criticals', and when you hit an enemy they give these brownish light tan 'stars' and I believe that's a critical hit. Something like that.

    If you ask me I like the second idea more, I'd be far more pleased to see a critical hit effect if I saw my enemy being hit by the effect instead of the player. Though.. I don't know if that's possible. I mean, it's possible to apply effects onto enemies as it is, obviously with status effects.. so perhaps it'd be something like that? =shrug= These are just ideas.
     
  5. sayter

    sayter The Waste of Time

    Yea, making it appear on the enemy is the initial idea anyhow. This was, simply put, the simpler way to accomplish it for now
     
    Darkspinesupersonic8 likes this.
  6. Darkspinesupersonic8

    Darkspinesupersonic8 Pangalactic Porcupine

    I see, well alright. I'll watch from the side lines for now and see how the critical hit situation evolves. Hopefully I'll see an iteration I like! If not, rip me.

    Good luck on it anyhow!
    (I do hope the enemy-effect critical hit idea is implemented instead of any others, though. It seems like the best one IMO)
     
  7. Xylia

    Xylia Tiy's Beard

    Most games display the critical hit effect (and also a sound effect) on the enemy, yes.

    Is there a way you can have the game play a different hit effect than the normal one, or doesn't the engine support that?

    Most games have a critical hit sounding louder and more intense than the normal hit effect, as well as some sort of visual effect displayed on the enemy. Some games also have the damage numbers display in bigger font, or a different color or both.
     
    Darkspinesupersonic8 likes this.
  8. Mooncalf99

    Mooncalf99 Spaceman Spiff

    I've noticed that you can get crits before you actually hit the enemy, or without even hitting them at all. You can shoot wildly in the air and at a wall and get 'crits' that... would have done extra damage if they'd hit something. This doesn't make much sense.
     
  9. BreakingForce

    BreakingForce Big Damn Hero

    so i'm making a farm and would love it if there was a way to automatically shift water/fertilizer to each hydroponics tray when it needs it. like...a collection tank with pipes that can be connected to the trays? also, it'd be neat if new seeds could be carried away from each tray and put in a collection container somewhere nearby. any ideas/tips/tricks to facilitate this? or do i have to keep putting water in manually when each tray runs out (and then doesn't visually notify in any way what the problem is or even that there is a problem)?
     
  10. Mooncalf99

    Mooncalf99 Spaceman Spiff

    Sounds like what you need is the Smart Tubes mod. It can do everything you're asking for.
     
  11. Xylia

    Xylia Tiy's Beard

    This is because the critical hit calculation is made when you "activate" (or use/fire/swing) and not when you hit the mob.

    A lot of games will do this the other way around... it will process your attack, and IF the attack hits the enemy, THEN it will calculate whether or not that hit was a critical hit.

    But in this case... you "get" the critical as you use the attack, not when the mob actually gets hit. You're prolly gonna see this a lot on projectile weapons.

    EDIT: Kinda odd CF never did a critical hit system... I mean nearly every other game has them. Ah well. That's what FU is for! lol
     
  12. BreakingForce

    BreakingForce Big Damn Hero

    maybe i do :D. i hadn't seen that one yet. let me give it a whirl. thanks :D
     
  13. sayter

    sayter The Waste of Time

    so, heads up: Some Progression changes on the way.


    Most immediately notable in this regard is the fact that ALL centrifuges now operate the same way (and all except the wooden and iron ones now require power). That means the bees and the FU centrifuges are effectively the same thing now, with increased speed and processing as you increase through the tiers.


    There are many other things like this coming, though. It's time to clean progression up and refine.
     
  14. sayter

    sayter The Waste of Time

    this is coming very soon, dont worry. We have someone working on that right now.
     
  15. BreakingForce

    BreakingForce Big Damn Hero

    yay! thanks sayter and fu crew. i feel like automation is one area where starbound is really lacking. i can fly a spaceship faster than light, build complex circuits, etc etc...but i still have to manually water/fertilize my hydroponics? seems...wrong >.>

    edit: my statement remains valid, imo...but maybe dampening my enthusiasm slightly...which thing do you have someone working on? visual failure-state notifications? or the ability to automate? :D
     
    Last edited: Jan 28, 2017
  16. sayter

    sayter The Waste of Time

    automate. more specifically, liquid transfer via wire/tube
     
  17. BreakingForce

    BreakingForce Big Damn Hero

    while i'm thinking about it, what's the deal with the liquid pump, output pump, and pressure pumps? i can't find an entry for any of them on the wiki, but just reading the descriptions makes me think they're meant to take liquid from an inventory form to a physical in-world form. is that right? either that, or just take a liquid and move it from one place to another as a physical liquid? if one or both of those are the case, can another be added that can intake physical liquid and put it in an inventory? that would be much more useful.
     
  18. sayter

    sayter The Waste of Time

    they exist to move water around in the physical world. Eventually they will also potentiall transmit to inventory, but their primary purpose is to move it around. They were created more for my own use in dungeons. They ended up being useful, so I made them craftable
     
  19. Gratuitous Lurking

    Gratuitous Lurking Space Kumquat

    To anyone else that's been having issues with collections, the source is probably the Manufacturer's Touch Weapon Cards done by God Dame. Disabling that and I got all the Frakin'Universe collections to show up properly.
     
  20. Dovah_Magnus

    Dovah_Magnus Void-Bound Voyager

    I have a strange problem with set bonuses, they simply don't work. THe log seems to activate them, but I don't see the effects ingame... thanks in advance :nuruhappy:

    Here is the log : http://pastebin.com/70NqgWXt
     

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