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RELEASED FrackinUniverse 6.4.3

Enhance your starbound experience in every area. Massive mod.

  1. Sinxar

    Sinxar Subatomic Cosmonaut

    Was referring to the others who was telling me to use flags to teleport short distances. Not other mods.

    Yeah never heard of that. Had to look it up after Arti78 said the same thing.

    Of course I don't need to. This is a strange forum, it reminds me of the Elite: Dangerous forum where everybody is super salty but too invested to just leave. Its like talking to a bunch of 15 year olds or something. Its weird because the Reddit Starbound community is super nice (the exact opposite of most gaming subreddits) but here its flipped. I suggest something to you, and people come in and start talking BS about how terrible of an idea it is because you can use a flag, so what? Use a flag. I made a suggestion to you, the mod developer not to the general public but I somehow end up having to defend its validity to people who have no connection to the mod other than casually playing it. This is the reason there are still so many bugs in the vanilla game. Chucklefish refuses to setup a bugtracker and relies on the forum instead where the same thing happens. A bug gets reported, people jump in and start talking stupid BS and it gets ignored. It is very irritating to have to deal with with it all the time. I can see why you talk to people in this thread the way you do, it has been this way since it was in early access. I gave up reporting bugs and and the ones I did report are still in the game.
     
    Last edited: Jun 7, 2017
  2. LaughingAlex

    LaughingAlex Ketchup Robot

    Stimulant rigs are a tech that replaces regular dash with immense speed and very fast dashes, to fast in fact. Often enough so you can fly off a ledge to a very nasty death. What I do to maximize mobility(though I rarely use the stim rig): Get wings and rocket boots. Bee wings can make you immune to fall damage and let you jump higher, rocket boots let you fly as long as your in low-G. If your planet has difficult gravity try to advance things so you can fit a gravity augment in the wings. That way anytime your on a planet where you can afford to, the wings and rockets can give you immense vertical speeds(Rivaling terraria even, exceeding it if you take air dash 2). If you really wanna go crazy on speeds, rocket boots + air dash 2 + bee wings(w/ gravity augment if you got one). Just be careful not to lose control.
     
  3. enderlordmc

    enderlordmc Big Damn Hero

    one of the fastest forms of movement I've found is to dash off of a cliff with stim rig, and then use multi-jump to stay in the air and prevent fall damage. since the dash from stim rig keeps its momentum in the air.
    edit: not even nessicarily a cliff, a tiny dirt mound will do.
     
  4. LuciferSam_86

    LuciferSam_86 Scruffy Nerf-Herder

    If the uploaded file have a not allowed extension, you could always rename the file with an allowed extension :)

    Or you can always upload the log somewhere else like pastebin and put in the forum the pastebin link with your log

    And a full log could be more useful for a developer, because the cause of crash, could be before the error message.


    Anyway the current version of fracking universe is already compatible with. 1.3 version?
     
    Last edited: Jun 7, 2017
  5. nefrem

    nefrem Phantasmal Quasar

    No it isn't :catcry:
     
  6. enderlordmc

    enderlordmc Big Damn Hero

    actually, there's a "unstable" branch on GitHub that is
     
    LuciferSam_86 likes this.
  7. LuciferSam_86

    LuciferSam_86 Scruffy Nerf-Herder

    I will clone the master from git, then :)

    Inviato dal mio A0001 utilizzando Tapatalk
     
  8. dualinfinities

    dualinfinities Pangalactic Porcupine

    I'd like a teleporter network for a specific planet as well, Sinxar. saves me walking to the other side of the planet to get to a specific one of the many villages on my homeworld. if that doesn't get implemented by someone between now and then, I'll probably add it myself when I come back to modding SB... whenever that is.
     
  9. Frisolino

    Frisolino Void-Bound Voyager

    No problem, i can understand that.
    Glad it still helped you (you fixed it from how i understood it).
    This mod is awesome, i'm happy you put so much effort into it.

    P.S. I could still put the logs into a .rar file and just upload it to a file hosting website if you still need it.
    Although,i only have the log from the first incident because i used backup saves for my experimentation and exchanged them every time.
     
  10. fernworrier

    fernworrier Giant Laser Beams

    really i just tried it and my game crashed to desktop.
     
  11. LuciferSam_86

    LuciferSam_86 Scruffy Nerf-Herder

    Attach log file, versions of: starbound and mod. Write if you have other mods, too. I mean: when your car get broken, you don't say to your mechanic "it just broke the car" [emoji2]
     
  12. nefrem

    nefrem Phantasmal Quasar

    Don't understand witch one it is. When i click on "Branches" i've got :
    - master
    - Kherae's workbench
    - revert 15
    - revert 312
    ...

    Edit : finally found it
     
  13. fernworrier

    fernworrier Giant Laser Beams

    -edit nvm i found it.
     
  14. sayter

    sayter The Waste of Time

    https://github.com/sayterdarkwynd/FrackinUniverse_Unstable is the proper link


    list of changes so far:


    Crew
    --------------
    Due to a few changes in the vanilla game structure, FU crew have some changes:

    * Engineers: Provide both Fuel Efficiency and Ship Speed bonuses. Gain +100% to their vanilla value
    * Mechanics: Provide both Fuel Efficiency and Max Fuel bonuses. Gain +100% to their vanilla value
    * FU Crew types: Depending on the type of crew member, expect to gain various ship bonuses. Most common will be additional fuel or efficiency from specific types of crew members. You'll need to experiment to see who does what, but this should at least allow you to benefit from these vanilla changes even if you are unlucky enough to repeatedly not pull an engineer or mechanic.

    * NEW crew: Specialist crew members that spawn rarely are now possible to find (other than Greg). They will provide larger than usual bonuses or other special abilities:

    * Hobo - nearly useless on-world, as they force you to consume booze and suffer the Intoxicated debuff. They fight by vomiting on targets...not incredibly well, either. However, they give a hearty +250 max fuel , donating their combustible booze to the cause!
    * Bee Guy - throws poison-DoT bees at stuff, and gives beesting immunity.


    Dungeons
    --------------------
    * Space Elevator loot improved

    Space Stations
    ---------------------
    * new modules added (by cat2002)

    Celestial
    --------------
    * added new icons for all planet bookmarks
    * added new icons of all biomes for navigation UI
    * Each biome has a different text color in the system overlay to help distinguish them

    It should also be noted that FU edits several things:
    Fuel Costs: - in the works. currently still vanilla new default -
    Planet Name Colors: All FU biomes have adjusted text colors on the initial system overlays, which should help you ID the biomes you are looking for with more ease

    Effects
    ---------------
    * Defense Reduction debuff now works on all damage types, not just physical but with a reduction from 5 down to 3 seconds in duration. It should be far more useful, but with a limited window for use.


    Mobs
    ----------------
    We had to completely rewrite all the FU monster behaviors. thankfully, there weren't thousands. You likely won't notice much difference on your end. None the less, huge shout-out to Tamamo and Monijir for hammering these fixes out.

    * added miniboss "Heavy War Drone" to Metallic worlds
    * completely revamped spawns for higher-end mobs on Metallic worlds. They now spawn in specific subbiomes. This is a test, and may be reverted before release of 1.3
    * new burrowers (Xithricite, Pyreite, Isogen, etc)
    * additional space-monster variants for use in asteroids
    * Allergen plants can now spawn on ceilings and walls


    Armor and Weapons
    --------------------------
    * Fang Shaman set now displays the correct resistance for all pieces
    * vanilla (new) Drill Spear tweaked to behave more reliably as a mining tool
    * Shock Arm Cannon has faster fire rate and longer range
    * precursor beam pistol and precursor vaporizer have zig-zag projectiles
    * Lunari primary fire is now a bitchin' wave-beam
    * more Graviton tweaks
    * reduced High Calibre Pistol damage, increased fire rate and inaccuracy
    * Beam Gun damage increased


    Stations
    ----------------
    * to separate the name from the Ancient vanilla items, the Ancient Anvil from precursor microdungeons has been renamed to Cosmic Crucible
    * Item Network "spout* now has two inputs as described
    * added "Mining Bench" station to upgrade Mining Lasers.
    * all main FU stations now use the new interface style utilized by the Armory


    Resources
    ----------------
    * Moonstone is now Telebrium Crystal


    Other
    ---------------
    * upgrading the Kluex Staff in a Cosmic Anvil should now properly apply bonuses instead of breaking the item
    * re-merged Custom Collections UI mod into FU. Attributions remain intact and code is unaltered.
    * Fossils now properly spawn underground in FU biomes
    * removed non-seed extraction from the Xeno/Sprouting table. It now *only* processes seeds.
     
  15. Sinxar

    Sinxar Subatomic Cosmonaut

    Ohh nice I am excited for this! Still hanging out in 1.2 for now though.

    Speaking of 1.2 I ran into a... thing. First time it has happened to me. Beaming down causes me to land in a cave on this planet. Far enough down I cannot beam up from the landing spot.

    coords: -797415725 , 78764109

    [​IMG]

    Can anyone confirm? Is this normal?
     
  16. sayter

    sayter The Waste of Time


    absolutely normal. part of the risk of Unknowns. The planet description is telling you right there "potentially lethal" in red :)
     
  17. enderlordmc

    enderlordmc Big Damn Hero

    this is the exact purpose of the escape teleporter
     
  18. LaughingAlex

    LaughingAlex Ketchup Robot

    Why you never land on a planet thats any kind of "unknown"/"shadow world"/"strange sea" without a few emergency escape teleporters. Also don't land on really big unknowns without escape teleporters period or you'll be stuck for a very, very long time.
     
  19. spiraluna

    spiraluna Big Damn Hero

    Do you have any further info regarding this?

    Like for instance, where about these specialists will likely spawn? Is it' just towns/villages? Will they spawn in like merchants do just on their own in random locations on the surface or dungeons?

    Do they spawn in as other crew currently do i.e. after you've completed some quests as we currently do?

    Will you have to talk to everyone in town to spot them or are they easily recognisable?
     
  20. Sinxar

    Sinxar Subatomic Cosmonaut

    I got them on me, and flags. I didn't die, was looking for confirmation that you are suppose to beam underground. First time it has happened to me.

    So has either of you confirmed it?
     
    Last edited: Jun 8, 2017

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