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RELEASED FrackinUniverse 6.4.3

Enhance your starbound experience in every area. Massive mod.

  1. Xylia

    Xylia Tiy's Beard

    Take All is dangerous, because it frequently crashes the game for me. Unless, of course, they've fixed it since the last time I used it, but I got into the habit of shift+clicking everything to avoid the dreaded "Attempted to take from nonexistant container" error that kicks you to Title Screen every freaking time.
     
  2. NaturesWitness

    NaturesWitness Scruffy Nerf-Herder

    I've started work on an asteroid base, and I was wondering, would it be possible to add some sort of toggleable overlay for the grav-generator to show what area it effects? Right now I'm "feeling" it out by watching the buff icon and building one block at a time, and as you can imagine, it's taking ages to do. It would be cool if the generator had a wiring node that you could toggle to see where the field ends, to allow easy planning.
     
  3. TylorBane

    TylorBane Scruffy Nerf-Herder

    as far as i know, thats been fixed, i've been using take all in my current playthough the entire time >.>
     
  4. spiraluna

    spiraluna Big Damn Hero

    This may have been before my time as I've never seen that happen before with Take All. Only times I've had a crash, it's had to do with beaming onto a planet. Even then, very rarely. Been very happy with the Starbound/FU stability to date.
     
  5. spiraluna

    spiraluna Big Damn Hero

    I love the idea though in terms of the generator, doesn't it tell you in the crafting menu what the area is? Something like 30 block radius from memory.
     
  6. Xylia

    Xylia Tiy's Beard

    They might have fixed the Take All button then. Never heard anything about it, so just assumed it still had the potential to crash the game if you closed a container too fast after clicking Take All.
     
  7. NaturesWitness

    NaturesWitness Scruffy Nerf-Herder

    It does, but that still isn't much help for the actual building. I can't just jam a compass into my monitor and draw a circle after all :nurutease:
    There used to be a really cool mod called holoruler that measured distance, but it seems to be out of date and nonfunctional.

    Also, would it be possible for FU to change the description of saplings to say what exactly they are? I know there's a mod for it on Steam, but Valve decided to block anyone from GoG from using those mods, the stupid (Insert Chevy Chase's massive string of profanity from National Lampoon's Christmas Vacation here). Keeping track of vanilla saplings was hard enough, but add in all the FU trees and it's even worse. I love using the cloning machine for custom trees, but it's like trying to play solitaire in the dark.
     
  8. sayter

    sayter The Waste of Time

    no. Bees is a BAD idea to remove. Its pretty engrained in FU. If you dont want to use it...just don't use it. Ripping it out is pointless, since my next update will just add it back on you again anyhow. Additionally, removing Starbooze will *also* break things now, since some of its stations are now key to tier 1 progression.
     
  9. sayter

    sayter The Waste of Time

    okay guys...some fairly significant changes for you to test:


    Live on Github

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

    Monsters
    ----------------------------
    * cryopod mob given a bit more nastiness
    * aquapod mob added to rainforests and oceans. They can water your gardens for you if you catch a couple! (inspired by quicksilvers recent reddit post)

    * Shoggoth adjustments:
    * Eye beam damage reduced quite a bit. Should be survivable now
    * Eye beam now telegraphs better, giving you an audio cue and a longer windup time
    * all animations slowed down just a bit to appear more fluid
    * Getting Touch damage from the shoggoth (rather than the tentacle attack itself) will now apply the defense debuff.
    * Health increased by 2000 hp
    * Melee and Touch damage significantly reduced


    Progression
    -----------------------------
    * Significantly reduced Pyreite, Isogen, Xithricite, Nocxium and Tritanium in loot tables
    * Nocxium is more difficult to craft
    * Morphite Bars removed. ordinary Morphite remains and takes its place in recipes (at increased ratio to compensate).
    * You can toss your current morphite bars into a blast furnace or arc smelter to get your morphite back.
    * Molten Core now properly unlocks from liquid Iron
    * Tissue Culture has been added to almost all vanilla seeds when extracted
    * Berlinite and Lazulite have been completely removed. you can still extract the existing ores, but will not find more. This means two less ores clogging up ore tables. yay!
    * Phosphorus and Magnesium Powder added to more extraction to compensate for the above change



    Quality of Life

    -----------------------------
    * Glow Glass and Golden Glass moved to the Furniture crafting table with the other block types
    * removed the gajillion varities of useless recipes from the furnace. You didn't need them anyhow, and most extracted at higher ratios anyhow. Among these are all smelting of berlinite and lazulite
    * "stick of blasting dynamite" is now simply "throwing dynamite"
    * removed a lot of pointless recipes from the furnace, such as alternate durasteel, tungsten , etc. It was a cluttered mess. Now it's uniform.
    * all ores in FU now have normal text color, save for the Alloys, which now all appear at the top of the list.
    * Void Storage name color changed to pink to match other Storage from FU
    * Roof extractors removed. All extractors instead place on ceiling or floor based on where you yourself place it
    * extractors now have an input node for use with the Item Network
    * Blast Furnace and Arc Smelter UI given a more clear indicator of the input node (thanks to Randomize User and his video series for bringing this to my attention)
    * added timer to crafting of FU stations
    * adjusted display in tooltips for some cramped FU armors


    Gear
    -----------------------------
    * renamed some Techs so that they appear in a more logical order and are more clear as to which is better than its predecessor (ie: Grav Harness is now Quint Jump. Ultra Burst is Zero Burst III, and so on)
    * Warp Field tech slowed down and has had its energy reduced. It was just too damned fast to be viable for most users.
    * Physics Field I and II have reduced energy cost
    * slight graphical glitch fixed on Densinium rifles "phantom" stock
    * 8 new augments added, one for each damage resistance type. Should unlock when accessing the t2 nanofabricator
    * Armor set bonuses have been revamped. We have a *lot* more control now over what each set can do, and more indicative icon tooltips to give info on armor set bonuses.
    * All Tier 1 and 2 FU armors have adjusted set bonuses, or reworked stats. Each now fills a particular niche in style and biome preference. Tier 3 has been started on, and the rest will follow soon after.
    * updated visuals on Monster Plated helm. It looked dumb. Now it looks less dumb.

    Other
    -----------------------------
    * increased drop rate of seeds on dunestalk and bolbohn
    * corrected sell price of Growing Trays
    * corrected production rate on wooden sifter to 25%. Was typoed in at 55%.
     
  10. HelloWorld1234

    HelloWorld1234 Intergalactic Tourist

    Thank you for your answer!

    In that case, do you have any plans to integrate the bee system more deeply into the mod? The reason I don't like the submod, imo it doesn't compliment the whole system. Since there is no real reward, the biomes just feel pointless and like a waste of space.

    And since I get the chance - Do you have any plans to integrate BaseInABox or WEdit (More specifically the schematics)? A copy+paste function, integrated into a natural grind system sounds awesome... Why not let the bees build for us? :p

    And on your network-systems, a really nice idea to combine those 2!
     
  11. Xylia

    Xylia Tiy's Beard

    I would be careful about adding more complex stuff into Frackin'Universe, to be honest.

    Even the piping system I was kinda "eeeh..." on as I wasn't sure if that was a good idea. Now obviously, Sayter has the final say, but I would have to say something about adding complex LUA scripts, as stuff might break, and on a mod as large as this, well.... if you installed Base-In-A-Box as a seperate addon and it breaks... no big deal, some of your items won't work temporarily.

    If it's bundled with FU and it breaks.... well, kiss all of your characters goodbye (temporarily), as the game is now 100% unplayable until the mod is fixed. Now, if we were going to do something like that, I'd think it'd be good as an AddOn mod... like Frackin'Automated Building or whatever. That way, if that breaks... hey no sweat, 99% of FU is still playable.
     
  12. HelloWorld1234

    HelloWorld1234 Intergalactic Tourist


    Wait, the pipers were actually used? TIL

    I have been playing around with WEdit and it seems pretty stable, had no issues to this point in +15h, but i would definitely not mind having that as a separate mod for technical reasons.

    My argument for directly implementing into FU is that is would be a feature that just perfectly fits the idea of FU itself as a package b) solves the bee-dilemma I touched on. If you have played Factorio, you'll know where I get the idea from ( youtu.be/Ze6mNgRomWg?t=249 ). I should add, in terms of automation FU could gain much by stealing from Factorio, here and there.

    Other question, is there a place to make threads on topics like these? Feels like I am starting to spam on the mainboard
     
    Last edited: Mar 1, 2017
  13. sayter

    sayter The Waste of Time


    uuuuh....bees is pretty integrated into the whole, actually. There is a TON of reward to breeding bees if you do things well. In fact, it's one of the best ways to produce several resources. Just because you don't *think* it is useful , doesn't mean it isn't. And its a submod, the whole point is to not force people into doing it. Now, that said, we do have plans to muck around with bees in the future. Specifically, making them an integral part of farming in general (among other things)

    Base In a Box..haven't ever considered it, since it seems like something better left to another mod. Having a little lab that you can deploy might be neat though. WEdit....neat idea again, but not something id consider the job of FU. Both mods are still, as far as I can see, developing, and both require permissions. So I'll leave them alone :) If they totally die, then that might change things.



    this is a fine place to discuss, btw. You aren't spamming :) however, you could use the discord server if you wanted, here: https://discord.gg/uCAd8 as its more active by far.

    @Xylia needs to get using it too, damnit!
     
  14. Xylia

    Xylia Tiy's Beard

    D'oh. I keep forgetting about that discord thing. I keep hearing about it and I keep meaning to try it...
     
  15. HelloWorld1234

    HelloWorld1234 Intergalactic Tourist

    Haha, true you got me on that one! I did just read a old thread that discussed that your high level weapons are unbalanced, and they simply did not realize that these sre used to build turrets - I wanted to say what you just said to them and now I am the one...

    Anyways, thank you for your nice answer! Implementing bees with farming does make sense.. I guess I'll have to give it a try then xD

    But I can't give up on the automatic building part just yet! Base in a Box is based on Modules in a Box (Confused yet?) - Now if you go to their page here in the community, you'll see that their last update said that they are working on a OpenSource-Replacement. The github-link is down and there were no updates since then, 2015. Do we might have your dead mod? And my other argument is that I do think that a good auto-building system would compliment the other kinds of automation. Even if it might not sound that natural first, does terraforming?

    Anyhow, I am looking forward to anything that will happen to this mod!
     
  16. sayter

    sayter The Waste of Time

  17. carson3003

    carson3003 Phantasmal Quasar

    This is kind of minor, but when you extract a shadow shield from an EPP it is titled "Extracted Augment" and the description is "Shadow Shield"
     
  18. sayter

    sayter The Waste of Time

    how is that odd ? it *is* an extracted augment. A shadow shield extracted augment.
     
  19. carson3003

    carson3003 Phantasmal Quasar

    No other extracted augments do this
     
  20. L'gra

    L'gra Scruffy Nerf-Herder

    Have you ever thought of adding or know of a mod that lets you swap the appearance of weapons? If I like this low tier weapon look but want the end tier damage or ability of it? I tried finding one but couldn't, probably not using right keywords if it does.
     

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