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RELEASED FrackinUniverse 6.4.3

Enhance your starbound experience in every area. Massive mod.

  1. LaughingAlex

    LaughingAlex Ketchup Robot

    Yeah thats also why I love frackin universe, it has real environmental hazards that you have to take into account when building anything or setting any kind of base. And how liquids can "contaminate"/"overheat" blocks and turn them into more environmental hazards. Wish we had block types which could actually contaminate others like terraria come to think of it, if only since it's possible to set on planets without such hazards. I wouldn't make such contamination like ever-endless-spreading but like, say elder fluid lands on rocks, the rock turns into elder rock which then turns any dirt nearby into eldersoil within a 3-4 block radious ect. Or maybe even make things like elder fluids degrade an environment if mis-handled. Things which could be cleaned up know? I mean I know, no one wants say fission reactor meltdowns but just something to make players care about whether they can deal with pollution or clean it up. Heck some players may want to pollute a land :).
     
    Toa_Derax likes this.
  2. Frisolino

    Frisolino Void-Bound Voyager

    Oh, yeah. Forgot about that, sry. Gonna look for it.

    EDIT: So, i realised that searching the log for errors won't help, since the above mentioned "bug" didn't creat an actual error in the game. It's more like the game didn't realise it was supposed to do anything.
    I'll test the anvil again and then look through the log files when i have some time on my hand.
     
    Last edited: Jun 6, 2017
  3. sayter

    sayter The Waste of Time

    You're wrong. There is a reason I say "always include a log" and that is simple: the game logs *everything you do, ever, from the moment you turn it on, every time you play*. Bugs are not needed to generate one. Just follow instructions instead of making assumptions on things you don't understand :)
     
  4. Frisolino

    Frisolino Void-Bound Voyager

    If there's anything i did wrong feel free to answer politely.
    Full report, here you go:
    Problem: Kluex Staff causes problems with Weapon Upgrade Anvil from FU

    [​IMG]

    AFTER AN HOUR of experimentation i found out the following stuff:
    Upgrading other items than the Kluex Staff works as intended.
    I choose the item in the UI, press Upgrade and the item gets upgraded.
    I tried this with:
    Solus Katana/Cane of Eyes/Ixodoom Claw/Boomerang/Hokucide/Superior Bug Net/Hand Hoe/Soulseeker/Time Pierce/Gorgorlith Tail/Callox Star Beacon(randomly found staff)/Firestorm's Fury
    The image is altered going from green to blue to purple to golden.
    It stops at tier 8 for staves, so i assume tier 8 is highest for any item.

    Trying to upgrade the Kluex Staff causes:
    -the item to vanish with no essence being drained from my inventory
    -not being able to make any further upgrades; the amount of essence reuqired shown in the UI doesn't change when picking another item.
    This means that i can choose an item (it gets the white frame which indicates that it is chosen) but the essence shown being required is the amount for upgrading the Kluex Staff.
    Also, if i leave the planet and beam there again i can use the anvil again (probably because it reloads the area).

    I couldn't attach the log file (The uploaded file does not have an allowed extension.)
    but i found the line which indicates the error:

    [12:12:06.829] [Error] Exception while invoking lua function 'doUpgrade'. (LuaException) Error code 2, [string "/interface/scripted/weaponupgrade2/weaponupgr..."]:211: attempt to perform arithmetic on a nil value (field 'energyCost')
    stack traceback:
    [C]: in metamethod '__sub'
    [string "/interface/scripted/weaponupgrade2/weaponupgr..."]:211: in function <[string "/interface/scripted/weaponupgrade2/weaponupgr..."]:102>

    System is Windows 7 (6.1) Ultimate Edition 64-bit
     
  5. LaughingAlex

    LaughingAlex Ketchup Robot

    So after a whole hour of searching planets underground for precursor dungeons I can conclude some of the new features are "awesome but impractical", specifically the whole idea of upgrades and the liquid erchius converter. Whats the point if the precursor dungeon requires such massive amounts of luck to find them? I didn't find any searching underground, in fact some planets I found not one mini dungeon undergroun(irradiated, infernus, come to think of it I also couldn't find any on FU specific planets).

    It just feels impractical and unusable, like the dreaded sandstorm in a bottle found only in ultra-rare pyramids in terraria.
     
  6. sayter

    sayter The Waste of Time

    the anvil can be used as often as you like. the idea is to bookmark it and return when you have essence to utilize it.

    again, without a log I cannot be certain what else might be going on. Directions on how/where to paste it are literally the first thing on the description page, dude. I was pissy with you because you did not follow the instructions printed there to report your bug. I've no tolerance for people not doing so after 3 years of this. So next time, start with a log pretty please.

    in any case, ill get this fixed for the 1.3 version asap. (and, fixed. was a minor adjustment)
     
    Last edited: Jun 6, 2017
  7. sayter

    sayter The Waste of Time

    That's the whole point. You aren't *meant* to easily find them. You're meant to chance upon them and go "oh shit...AWESOME". The only reason anyone makes a stink is because I mentioned they even exist in the first place :)

    I'll be adding an Upgrade Station again in the near future, more than likely, for more "reliable" but crappier boosts.
     
  8. Sinxar

    Sinxar Subatomic Cosmonaut

    Is it possible to add teleporter pads or something similar? Perhaps they already exist and I am unaware of them?

    To explain a bit, looking for something that can be placed say in your base and use them to quickly travel between areas. For example from the attic to the basement just by pressing a single button or just by stepping on it. Like the teleporters in Terraria.
     
    Zlyvr likes this.
  9. rylasasin

    rylasasin Cosmic Narwhal

    Flags. Very easy to make. You plop one down, you name it, then you can teleport there from your ship (or any teleporter) at any time.
     
  10. Sinxar

    Sinxar Subatomic Cosmonaut

    It would be faster to use stairs like I am now. Seems silly to place flags all over the place and have to bounce to the ship and back to use them to travel 30 blocks. Waste of time.
     
  11. LaughingAlex

    LaughingAlex Ketchup Robot

    Make an emergency teleporter(instantly teleports you to the ship even underground) and pair it with the flag. Actually heres what I recommend:

    For places underground you go to once in a while, a flag with an emergency teleporter will do. For ultra-rare dungeons that combined with planetary coordinates for future characters can be big time savers.

    Flags near towns also rule, you want crew for fuel efficiency and capacity upgrades afterall.

    Overall for most situations, you can still use a regular teleporter. But I tend to follow the guidelines as I posted above in this post.

    Edit: Actually there is also no penalty for removing a teleporter bookmark. That happens when you try using a teleport location without a flag. So you could if your in survival use an emergency teleporter and a flag to teleport back to the spot without any real penalty. Just after returning, pick em back up and continue. I'd make more then one flag and emergency teleporter though just in case of emergencies.
     
    Last edited: Jun 6, 2017
  12. Sinxar

    Sinxar Subatomic Cosmonaut

    Lot of work for a simple point to point TP over 10 - 30 blocks. Not sure why everyone is against the idea of having a short range teleporter.
     
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  13. LaughingAlex

    LaughingAlex Ketchup Robot

    Have you tried some of the techs then? They are very....very fast. Almost to fast. I think perhaps you should have just mentioned that, but every 10-30 blocks? Um, dunno why it'd even be useful, we got lockable doors for keeping things out of enclosed spaces. If you want something like that then I'd suggest an actual teleporter on both points, name one "base name inside" and the other "Base name outside". Then you can teleport to them directly. Honestly i don't know why you think we are against such an idea when it already exists :/.

    Wanna move short distances faster? Get stimulant rigs and equip faster armor with maybe some jump techs, settle on low-g planets and use rocket boots.
     
  14. Sinxar

    Sinxar Subatomic Cosmonaut

    I did mention it in the post above, if he thinks it is the most stupid thing he has ever heard and I should use flags, normal teleporters and classic stairs to get around inside a base/structure I'm sure he will tell me so.

    It is cool if you guys never played terraria and haven't seen the teleporter implementation there. Nobody has proposed anything that comes close to the ease of use. The normal teleporter one is the closest but still requires the navigation of a menu, potentially a huge menu depending on how many destinations you already have. Your second suggestion I simply don't understand. I should have multiple armor sets sitting around to use while inside my base along with a chest of stims next to each? Why? In the time it takes to pop the stims and change armor, I could have climbed the stairs by then, or just stepped on the teleporter I suggested.

    It was a suggestion for a feature to add to the mod. It lets you build without ugly stairs or rails, would likely be a midgame item (more like furniture since it would be placed and linked). It allows more freedom in building. It enables fast travel within player built structures with a press of a button. What is the harm in allowing the player to teleport short distances with such a device? The only thing you guys are saying is - that's stupid use flags and bounce to the ship and back or use a huge menu or use stims and fast armor. That is why you are against it. If he would happen to add it then you are free not to use it. Same with the item network, do you find it silly to request your stuff at a terminal? If not, why? It is the same principle. It has a limited range so you could just as easily run to your storage and get what you need, it is a convenience feature as is my suggestion.
     
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  15. Quinch

    Quinch Cosmic Narwhal

    I like the idea - instant transport from here to there does sound useful, but on the other hand, it also sounds like something that would work pretty well standalone as well, rather than just a part of FU. It might be worth asking on Reddit or the modding forum if something like it already exists or if someone would be willing to develop it.
     
  16. Sinxar

    Sinxar Subatomic Cosmonaut

    Yeah I wish I knew how to do it myself. Surprising it isn't in vanilla. I figured it would fit well with FU because of the higher end ores that could be used to craft it along with teleporter cores (maybe densinium tier since there is a barrier to entry but it isn't super hard to get). Weird anti-fun attitude on the forums here, not sure what is up with that.
     
    Zlyvr likes this.
  17. fernworrier

    fernworrier Giant Laser Beams

    hey sayter what's your favoret part of the new starbound update? for me it's the space stashions that players can make. might just try to make some into homes.
     
  18. Arti78

    Arti78 Space Kumquat

    They were talking about TECHS, not stims. One of the TECHS gives you more movement and other boosts. As far as small teleports, they can be useful, or just build with ledges as your floors so you can just jump up thru everything.
     
  19. LaughingAlex

    LaughingAlex Ketchup Robot

    If there was a teleport system though that was short range It'd need to be programmable though to be truely useful. See you could right now have a regular teleporter at one point on a planet and a second at another point. I did that in vanilla for an ocean floor colony to connect it to a farm on an island directly above. But short range teleports on a planet would have to be programmable with their own menu rather than the usual wiring system if we were to keep it practical. Starbound doesn't exactly allow a wire to go past a certain distance and I am not sure how a short-range teleporter > repeater > short range teleporter would function.

    Like in my idea it'd be like, "SR teleporter has ID 978 on planet, goes to teleporter with ID 979 which when activated returns player to 978". I'm just not sure. I mean I'd rather just have two teleporters at key points on a planet if I was doing something like that. Although I do wonder if I could make some kind of long range pump stack and an elevator system on a 3,000 size planet sometime....hmmmmm.
     
  20. sayter

    sayter The Waste of Time

    This exact mod idea has already been done for SB before. Just not recently. And I'm sure most of us have played Terraria at some point over the years.

    not stims. Techs. Stimulant Rig is a tech. vastly increases movement speed.

    You don't need to get snippy with them. I , like them, see zero use for this in a small base. Large base...sure, though I rarely build large. It's not a bad idea though. I imagine many would enjoy it.
     
    Last edited: Jun 7, 2017

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