1. Please be advised of a few specific rules and guidelines for this section.

RELEASED FrackinUniverse 6.5.0

Enhance your starbound experience in every area. Massive mod.

  1. matthew57778

    matthew57778 Phantasmal Quasar

    found a new bug in guns with swtjc_ewg_proximitymines but looking into the files the needed files are missing, search results find nothing either.
     
  2. sayter

    sayter The Waste of Time

  3. Kribris

    Kribris Void-Bound Voyager

    Well... Bow a still not well balanced, lv3 and lv1 some times, have same damage.

    I have an idea, but duno if that be possable to make, reduce AP usage per draw and for holding, increase fire rate, reduse damage per shot and some time inflict bleeding damage, because arrow, and bow be have a switch form, from standart bow to firearm style, and in switched form they have blast rocket, or poison orb, or, well, one of every elemental damage type..

    It's like, then you have a bow, you damaging a base, physical damage, not enchanted, then you switch in other form, you have one elemental damage type from many. like then you find a bow, you need to switch it to alternative form, and make a test fire, to determin witch alternative elemental damage type it have, or by highlighting the territory arround player.
    And add a different quiver with random elemental damage, for uniqe damage combo, like fire-lightning, or poison-ice, and other variant's.
    For example: switched bow to fiream, have a poison blast, and quiver have ice enchantment, but in combianion of both damage, you have a poison-ice blast what damaging with both damage tupe.... something like that, with every elemetal damage type's.

    And of course, you can boost only one type of damage, for example: alt. fire from bow have fire damage at 15, and you quiver have fire enchantment on it, and in total you have a 30(max) fire damage (without EPP with installed damage boost in it, and without armor).

    Quiver : can be found in hostile, planetside, ground Avian temple, and in space pyramid's. Or crafted, on top bench.

    Bow : as lways, random spawn & drop.
     
    Last edited: Feb 12, 2021
  4. sayter

    sayter The Waste of Time

  5. sayter

    sayter The Waste of Time

  6. sayter

    sayter The Waste of Time

  7. sayter

    sayter The Waste of Time

  8. sayter

    sayter The Waste of Time

  9. rpg4e

    rpg4e Phantasmal Quasar

    What am i doing wrong - my electric furnace doesn't work. All other powered stuff is working. The furnace is connected to a hydraulic dynamo (21w output). I am only using last Starbound-version and last frackin universe-version. it is connected the right way. It works every 0.5 seconds if I clip a simple battery in between. but not directly connected. can you fix this?
     
    Last edited: Mar 25, 2021
  10. Arti78

    Arti78 Space Kumquat

    You might need more than one battery. Things tend to run better when they have a consistent power supply. I always set up a battery bank to charge before processing things.
     
  11. sayter

    sayter The Waste of Time

  12. sayter

    sayter The Waste of Time

  13. rpg4e

    rpg4e Phantasmal Quasar

    Hi, I really like the MOD https://community.playstarbound.com/resources/skizots-dozers.3094/. I also use it with FrackinUniverse, which works pretty well so far. Unfortunately, both vehicles are quickly destroyed by the weather in some biomes.

    What do I have to enter in the * .LUA or * .vehicle files in order to change this?

    How to make vehicles immune to weather?

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

    What goes wrong if I don't get a single recipe in the Biochemist Microsperator? I used the latest version of the game and FrackinUniverse. I have already dismantled and rebuilt the workbench. Unfortunately without success. Do I have to activate anything via the TriCorder in order to display recipes?
     
    Last edited: Apr 9, 2021
  14. Albirei

    Albirei Phantasmal Quasar

    I've been having a difficult time interpreting why FU is failing on boot. I had to test one mod at a time just to be sure it was the problem I was having. Attached a crash log, which repeats the information from the fatal error popup. 6.1.xx series all seem to be resulting in the same message for me.
     

    Attached Files:

  15. tigerfestival

    tigerfestival Cosmic Narwhal

    This is your error Caused by: (StarException) Asset dependencies form a cycle

    Basically two or more mods is referring to another mod for dependency, but in turn the mod is referring to the other mod as a dependency, thus creating a cycle and the crash occurs. Do you by any chance have Frackin Races and Frackin Universe installed together? If so remove Frackin Races, as now Frackin Races has been merged with Frackin Universe.
     
    Albirei likes this.
  16. Albirei

    Albirei Phantasmal Quasar

    I previously had both installed for FU 5.6.362, as they were still independent at the time. Put off updating until now. I did remove FR when adding FU 6.1.28, but this error still occurs. I did NOT remove FM or FI, since I don't know if they're built in now or not. Should I?
     
  17. tigerfestival

    tigerfestival Cosmic Narwhal

    Remove them too and see if your game works.
     
  18. sayter

    sayter The Waste of Time

  19. Albirei

    Albirei Phantasmal Quasar

    Just tried that. Same error. With any combination of the four, including just complete removal and then adding 6.1.28; attached a snapshot of the last working instance I had.
     

    Attached Files:

  20. tigerfestival

    tigerfestival Cosmic Narwhal

    I honestly don't know then. You'll have to uninstall each mod one by one and load the game after each uninstall until the game works. I know it's the most painful method, but it's also the most effective. Good Luck.
     

Share This Page