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RELEASED FrackinUniverse 5.6.431

Enhance your starbound experience in every area. Massive mod.

  1. Silverbane7

    Silverbane7 Pangalactic Porcupine

    woah yeetx69 thats a fair few mods in that pastebin list.
    quite a few of them are mech mods, i think some of them might be interfearing with the FU mecha parts.
    there were a few race mods, some of which may be also interfearing (anything that alters the starting mission, or the allready in game races may cause some issues)
    i saw a planet type mod in there in the list. if that changes anything about how the universe and planets are generated by the game, that too can cause issues.
    and finaly, while you have frakkin races, i did not see the XBawks race extender listed in the mods. did you include that at all? its integral now since FU has a dozen or so added races.
    so first, try installing the character extender. if it still crashes, start taking out the mods that are races (other than frakkin races which is a patch for support), the mech mods and the mods that change how the universe is created in your game.
    if all else fails....go back to basics.

    remove all the mods and start over with just frakkin universe, frakkin races and the xbawks character extender then go from there.
    its tedious to do it one at a time but many mods have FU integral versions that are not compatable (as you may allready know) but sometimes you just have to go the slow way
  2. sayter

    sayter The Waste of Time

    you have conflicting , outdated or broken mods installed.

    the main problem in this case is another mod adding a "boneblade" which is already a weapon in FU, thus causing a duplicate asset conflict.

    And no, I don't know which mod is doing it. This is why you don't install 200 mods. Best of luck in discovering which mod does it. Let me know when you figure it out and which mod it was.
  3. Mooncalf99

    Mooncalf99 Ketchup Robot

    The mech quest is broken. You can't put fuel in the mech without the mech tablet, which you only receive after you've completed the quest. (Unless you're expected to craft one yourself beforehand, in which case getting another is redundant.)

    Fortunately it can be circumvented by quitting the area and returning, at which point the mech will be fueled up beforehand. Doesn't feel like the right way to do it, but regardless.
  4. Deflower Power

    Deflower Power Void-Bound Voyager

    Well whats wrong with the QuarterStaff default stances in FU? you just stand with both hands out in front of you instead of just 1 hand. how do you fix that?
  5. sayter

    sayter The Waste of Time

  6. sayter

    sayter The Waste of Time

  7. razor0109

    razor0109 Yeah, You!

    please see attached log file

    Attached Files:

  8. Legogod

    Legogod Pangalactic Porcupine

    Client version 1.4.1 and broken base game assets pak. Either way, not a FU issue.
    razor0109 likes this.
  9. jfiemmpa

    jfiemmpa Void-Bound Voyager

    I am not sure if I should wait for the Discord bug forum to reply, but I will try here anyway
    Peaches pears and cherries won't load properly.
    I can see a part of the log that says error for those items.
    I have FU up to .357, and better food descriptions is the only mod I can think might be wrecking things.
  10. LaughingAlex

    LaughingAlex Pangalactic Porcupine


    Not sure if this is caused by frackin universe, or it's a bug introduced with a recent starbound update, but the Violium Broadsword's secondary fire doesn't work. It'll trigger but only the character spins, the sword itself doesn't animate with the player character.

    This is a major problem for me as it's a favorite weapon of mine and suddenly it's just not doing what it should be, leading to much disappointment.
  11. Legogod

    Legogod Pangalactic Porcupine

    Last person who complained about that had a slew of mods and your minimalist setup helps narrow it down. Doesn't happen with FU itself and the only other mod there that would interfere with animations would be RPG Growth.
  12. LaughingAlex

    LaughingAlex Pangalactic Porcupine

    I narrowed it further with the unstable version, I'll get a log shortly but I have only Frackin universe and Xbawks installed in unstable. It's Frackin Universe.
  13. LaughingAlex

    LaughingAlex Pangalactic Porcupine

    Small update on Violium Broadsword Flip Slash not animating:

    https://pastebin.com/tYkq8dCU - Unstable Starbound

    Only mods installed are Frackin Universe and xBawks(which FU requires).
    Last edited: Sep 8, 2019
  14. LaughingAlex

    LaughingAlex Pangalactic Porcupine

  15. Legogod

    Legogod Pangalactic Porcupine

    Guessing one of the 1.4 updates broke something, then?
  16. LaughingAlex

    LaughingAlex Pangalactic Porcupine

    Well, when I tested it on unstable with no mods, the sword worked fine. It was when I installed Frackin Universe that it broke. I wonder if it's a combination of the 1.4 update that may have resulted in a slip-up of the attack animation.

    Edit: Like, the 1.4 update changed something with the sword and something conflicted with FU for it.

    Another Edit: Last night also tested the Energy blade, it to has the same bug in that the sword doesn't spin with the character flip.
    Last edited: Sep 8, 2019
  17. LaughingAlex

    LaughingAlex Pangalactic Porcupine

    So beyond bug reports, some critique:

    You made solar useless. No, really, you just as well have removed solar.

    You made Arrays cost effectively, 3 times as much as solar panels not only requiring 2 solar panels but a ton of gold and titanium. For the same power output. Thats the same as making arrays completely not worth it. I don't even want to know what you made towers cost, i'm fairly certain however they are even more useless simply due to extreme costs.

    Want solar to be balanced without making it overpowered? Cut the overall costs of panels in half, and make arrays/towers provide more power for space than there lower tiers of solar so the cost of upgrading is worthwhile(and overall should be worth the cost). Otherwise you just as well have deleted the entries and removed them from the game as it currently stands. This was a change clearly intended to make people only use generators. I mean you made it so artificial light doesn't work with solar which was a fine change and already made solar a much more costly path requiring batteries. But this nerf to solar goes way to far, it's overkill.

    If anyone does use solar, I guarantee they will only use panels now. No one in there right mind will be using arrays or towers. Ever. And you'd be a moron for using them when they cost far more for the same results of the ingredients.

    Heck, should just come up with a spreadsheet on costs and power production on what you'd expect out of a source:

    Solar: Worst power to cost/space Ratio. Currently though, solar is far, far worst than it probably should be(In fact, it probably gets WORST for higher tiers exponentially, if towers follow the same trend as arrays then towers take 40 tungsten and silver, and about 12 titanium and 15 gold plus the huge amounts of silicon for both panels AND towers! For only the power of 2 arrays! Which is only the power of 4 panels!).
    Wind: Unreliable but superior power to cost/space ratio to solar on a windy world. (Come to think of it, is there any plans for more advanced wind generators? Like the spiral "work regardless of wind direction" type generators? That'd be cool.)
    Generators: Best power/cost ratio but takes fuel.

    There, simple. No need to make solar exponentially less efficient on higher tiers vs it's own lower tiers.

    Bug: For some reason wind is working around the clock. Now, I'm hesitant to say anything on this because of the above(you took a very dark path in development with overkill nerfs clearly designed around removal rather than balance, AND I figure you'll just nerf wind to uselessness next). But wind if I recall is supposed to depend on winds blowing. I seem to be getting 24/7 power out of wind.
    Last edited: Sep 8, 2019
  18. loboBranco1245

    loboBranco1245 Orbital Explorer

    I still have the same problem of throwing pet out into the world,(captured) even after uninstalling all modes and leaving only FU!

    I tested it on Vanilla and the problem didn't happen, as I mentioned, so I reinstalled the FU and only him, after capture a unknow creature in a procedurally generated world of FU, is randomly changed again generating a new skin when you throw it in the world in the first time.

    Has something within its mod that conflicts with the vanilla pet system...

    Detail the image of the pet remains the same as what I captured in the world, and this just happens with FU.
  19. sayter

    sayter The Waste of Time

  20. McSandvich

    McSandvich Void-Bound Voyager

    er, so i installed the latest update on 1.3.4 and mech parts turned into perfectly generic items, when i start the mech quest, the mech just disapears completely, and im left stuck in the first area, whats going on?

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