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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


    yknow what you should do that would be great, since you *know better* ? ATTACHING A LOG SO I CAN SEE THE ENTIRE ISSUE.
     
  2. adaxe

    adaxe Subatomic Cosmonaut

    log file:

    https://pastebin.com/LkwFP1UC
     
  3. sayter

    sayter The Waste of Time

    I prefer this approach: leaving exactly as is, because it works exactly how I wanted it to in the first place.
     
  4. sayter

    sayter The Waste of Time

  5. sayter

    sayter The Waste of Time

  6. Arti78

    Arti78 Space Kumquat

    Game shuts down immediately on startup, worked fine this morning, only mod that updated today was this one.

    https://pastebin.com/m0eGg938

    Edit: this was downloaded on steam.
     
  7. sayter

    sayter The Waste of Time

    None of that has anything to do with FU.
     
  8. LaughingAlex

    LaughingAlex Ketchup Robot

    Eh, then I just won't bother ever building a fission reactor other than to build a quantum then :/, if I decide I need more power then what solar arrays and wind can provide. Just as well remove fission and let us just build a quantum directly.

    Edit: I'll be more specific: The drawbacks make fission reactors not worth the cost unless you can upgrade one straight to quantum, there is absolutely no point to them as all the resources can be acquired easier elsewhere and cheaper and easier to use power sources provide just as much power without a real drawback. At least in my opinion I guess, I have zero incentive to use them now.
     
    Last edited: Apr 2, 2017
    OzonSF and Zlyvr like this.
  9. Dzelda

    Dzelda Parsec Taste Tester

    Personally I just use Solar Arrays and Towers, panels donn differentiate between sunlight and say a florescent one. Its the work of a few seconds if you can make a Atmosphere Regulator, to make a Pixel printer and copy down a few vanilla lights.
     
  10. LaughingAlex

    LaughingAlex Ketchup Robot

    Oh yes I am aware of that, which is about 90% why I suggest changes to fission :). I use solar arrays all the time, if not 90% of the time, simply due to the fact that you can use ship-lights. Atmosphere regulator last I checked though took 120 energy :/.

    On some planets wind is so constant you can get ultronium fission levels of power with wind turbines, even on planets with wind half the time wind turbines are easily on-par with solar arrays.

    Again, it's why I suggested changes to fission, cause it sucks. It may give 40 power on ultronium IF you can get ultronium, as thats very hard to get and by the time you can mine solarium(or get solarium bees, both require you to get to tier 6 planets) you are likely looking to upgrade to quantum. On plutonium/E plutonium it's barely on par with 4 solar arrays with ship lights. On anything other then those two fuels it's weaker. It's just trash, a glorified ingredient at this point.
     
  11. Dzelda

    Dzelda Parsec Taste Tester

    Personally, I prefer stable and free over intermittent and costly myself. Which is why I would probably still use Solar anyways, even if it was to power a Regulator. In fact, I recently made some plans involving the powering of an Atmosphere Regulator with Solar Arrays. Looks like a pretty badass tower.

    I think as long Solar stays king like that, free will always be more desirable to the effort required to make any kind of fuel.
     
    Zlyvr likes this.
  12. LaughingAlex

    LaughingAlex Ketchup Robot

    I guess what I am looking more for, when it comes to the whole power topic, is depth in a sense. Like more options across the tiers. To me, an option which is to weak just as well not exist, especially with to many drawbacks. I literally will refuse to recognize it other than that it's to weak. I'm not a barbarian who asks for nerfs to things, far from it, I usually end up asking for buffs without going crazy on them.

    I'd love to see things like other high-end power sources other then quantums crafted at quantum level, for variety sake in a sense. Make no mistake i'm aware power isn't on the list atm but I look forward to things like new types of wind power, or hydro-electric power or geo-thermal. I would even like dangerous power sources similar to the fission which are worth using, or even an option to say, use a fission reactor(or similar) to injure mobs as a trap at some point come to think of it.

    It's a sort of, i guess cyclical imbalance, where some things are good for different situations so there is no ultimate "one size fits all" beyond just the numbers at times.
     
  13. LaughingAlex

    LaughingAlex Ketchup Robot

    Do Atmosphere Regulators still take 120 power to run? I know other powered devices use around 24.

    Edit: I'm usually a "Only use the simple yet awesome" myself, fun little story of the mod pre-power buffs: Quantum used to be the one that sucked :). It didn't turn off unless you hit a button and only gave 34 power while fission could give up to 20 on ultronium(16 on E-Plutonium and 12 on Protocyte). The fission became the simple yet awesome because it turned off when batteries were full. I was the one to ask for buffs to quantum after make some comparisons to things like fuel use ect and found fission far, far out-performed quantum on similar fuels due to fuels lasting much longer. I wanted the quantum to be worth the cost. Course now it is, yet fission isn't.

    Course solar was simple yet awesome to, although I think fission was my favorite when I first got it at the time. The new reactor now falls into "awesome but impractical" due to how it's fuels scale and how much room it takes. A given, with bees you can have all the plutonium or ultronium you ever need with a fission, i just don't see why they exist other than thematic reasons anymore. And for me thematic really, really isn't enough, in fact it's a pet peve of mine for something to only exist for that reason.
     
    Last edited: Apr 2, 2017
  14. Dzelda

    Dzelda Parsec Taste Tester

    .... You can get Ultronium from Bees....

    Dayum. That sounds like a fun line to pursue.
     
  15. LaughingAlex

    LaughingAlex Ketchup Robot

    Speaking of like, perfect imbalance, I am liking the new random-weapons a lot now, especially the new rocket launchers. I will say though; the heavier rocket launcher fire rates are so slow they are very, very unresponsive unless you go into an area with them equipped. They definently make you make sure you are sure of what your aiming at and if you can hit with them. Perhaps they may be to specialized. I am finding i am very fond of the secondary firing modes tendency to one-shot a lot of enemies at a full cost of an energy bar, sometimes I wonder if they can scale up to fast.

    It's still a tossup in a way. My two favorites are the two-handed grenade launchers and the mini-rocket launchers, due to the balance of firing rate and firepower being just right. And I found a murderous mini rocket launcher with a fast homing missile secondary that tends to one-shot everything in sight.
     
  16. LaughingAlex

    LaughingAlex Ketchup Robot

    The path is as follows: You need to get volcanic and arctic bees, cross breed them for adaptive bees.

    Cross breed adaptive bees with Arid Bees for Miner bees. Cross breed adaptive bees with Hardy bees also for exceptional bees.

    Insert a uranium frame into a miner bee colony and eventually get radioactive bees. These give infinite uranium, but thats not enough(can never have enough fuel brother!)
    Cross breed those radioactive bees with Hardy Bees for Plutonium Bees. This still ain't enough, as if infinite plutonium is not already overkill.

    Cross breed those plutonium bees with the exceptional bees you got earlier, now you have solarium bees.

    Solarium honeycombs extract in extractors into solarium ore....and solarium stars in gas centrifuges turn into ultronium.

    The main killer is, you need to get volcanic bees. Volcanic bees can only be found on tier 6 volcanic planets.

    It's fun to get given, in quantum reactors you get 100 power from ultronium. Still not quite as good as elder fluid, but still very powerful. And ultronium...yeah....can't compete with like 900 fuel per rod in a ship(you have a mechanic and engineer right?). As if plutonium bees weren't already ludicrously OP already :). Get godly and solar frames for 24/7 reactor fuel production.

    You can even automate the fuel production using the new item transfer device systems that were recently added for 100% minecraft levels of lazyness in fuel production. I just set up a few bee hives to send honeycombs directly to extractors which then send the ores directly to blast furnaces.....those send the processed rods and stars directly to a container next to a gas centrifuge.
     
    Last edited: Apr 2, 2017
    greenRAM and Zlyvr like this.
  17. LaughingAlex

    LaughingAlex Ketchup Robot

    I do love the new tools to move items around containers, made this little bad setup:
    Fuel Bee automation.jpg
     
    Zlyvr likes this.
  18. nefrem

    nefrem Phantasmal Quasar

    Sayter,

    As i said i think there are missing abilities files in Expanded Weapon Generation integration on FU.
    I actually test treasure pools for a personnal mod (Forgotten Weapons in my log) and i spawn many rare weapon in admin mod to test the pool. I have some Perfectly generic items spawn.
    I first think this is tied to my mod, but after looking logs it's always tied to a EWG rare rifle (ewg_raresaw, ewg_rareantimaterialrifle...).

    A logfile for exemple :https://pastebin.com/NSiiQZQq (line 301)

    But i've got this problem many times in my tests.

    Edit :
    Others exemples :

    [10:08:31.894] [Error] Could not instantiate item '[swtjc_ewg_commonautoshotgun, 1, {}]'. (LuaException) Error code 2, [string "/items/buildscripts/abilities.lua"]:30: attempt to index a nil value (field 'ability')
    stack traceback:

    [10:12:26.785] [Error] Could not instantiate item '[swtjc_ewg_commonmultigrenadelauncher, 1, {}]'. (LuaException) Error code 2, [string "/items/buildscripts/abilities.lua"]:30: attempt to index a nil value (field 'ability')
    stack traceback:
     
    Last edited: Apr 2, 2017
  19. amirmiked12

    amirmiked12 Parsec Taste Tester

    Just wanna tell you u uploaded the update using the last version name
     
  20. Mooncalf99

    Mooncalf99 Spaceman Spiff

    Quick pointing out: The user I Said No recently posted several mods that look... familiar.
     
    Falling Moon and Zlyvr like this.

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