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Releases: sayterdarkwynd/FrackinUniverse

4.30.5

22 Dec 12:31
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  • ALL mining lasers have been completely revamped. Your old ones WILL BREAK. No way around it. So, you'll have to make new ones or spawn them in manually. The switch is worth it. You will be immediately thankful.
  • You can now craft your own robotic guardians! start by finding some parts from a dead Servitor bot to unlock their recipe. The other recipes must be found. You can craft the bots themselves at your Nanofabricator for the time being (in the same tab the mining guns are under, with the little microchip icon)
  • Microformers for FU subbiomes added, and appended to the loot-list which generates these objects. So, you should be finding them along with the vanilla ones from the new dungeon monsters
  • fixed critter spawns so that they appear where they should, rather than wherever they feel like it. No more subterranean ducks, horses, etc!
  • arm cannons now properly fit over the hand. So that they are, y'know...an arm cannon.
  • fixed a bug with assault helmet causes errors when equipped on a mannequin
  • did the same to various monster spawns that acted the same way. Raptors are the most notable among them.
  • added some FU goods to vanilla merchant lists, as well as canned food
  • Terraforming preparation: added biomePlaced tag to most FU biome objects so that they can spawn with terraformers when FU biomes are implemented into that system
  • Napalm Launcher recipe corrected to use tier 4/5 materials
  • Wild Mooshi, Fluffalo, etc can all be captured now. When released, however, they will be babies of the non-wild variety.
  • Wild Mooshis, Fluffalos, Hens and Robot Hens have heavily reduced HP. There was no need for the wild variants to have 250 health.
  • replaced the Trianglium Ore patch file with a straight override, since as far as I know nothing else uses Trianglium in the mod community, and it remains unused in vanilla. This is done in preparation for a removal of this ore, since CF seems to be on a roll removing long-unused assets. I will re-patch it if this seems to no longer be a worry.
  • as above, but with Lead and Sulphur
  • Battery recipe swapped to use Lead instead of Wire (MA version, not vanilla battery)
  • Refinery values of many resources increased. Thanks to UltraHex for this contribution.
  • adjusted several armor suit appearances (thanks to the illustrious DarkPursuer)
  • new look for the atom smasher (DarkPursuer), as well as a completely different weapon code! Sorry for eradicating your existing one if you are one of the few to find this ultra-rare drop. You'll need to find a new one or spawn it again.
  • Organic Soup no longer tries to affect NPCs and monsters (no food resource to adjust).
  • asteroidencounter no longer looks for a non-existent location.
  • honeycombmaterial no longer unlocks a PGI on pickup.

4.30.4

19 Dec 03:50
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  • FU Geology and Chemist collections should properly unlock as you gather resources
  • added the Path of Blades (broadswords) collection
  • added Riddle of Steel (shortswords) collection
  • Intrepid armor should be craftable again
  • iodine added to numerous recipes , as it had far too little utility
  • carbon plate requires 2 instead of 4 carbon in crafting. The lead requirement remains.
  • flesh exosuit buffed to be more desirable
  • relocated all "upgradeable" notices on specific items into the Category bar to improve UI readability on the odd occasion where it crops up.
  • Recon armor reworked a bit.
    • Tier 2/3 set is now a lot less impactful than it was.
      • removed Deadly Radiation protection (but keeps the standard vanilla radiation protection)
      • removed Wet immunity
      • removed Knockback resist
      • gains a jump bonus of 5%.
    • The tier 4 updagrade adds back Deadly Radiation and Wet and additional 5% to both Run and Jump boosts
    • The tier 5 upgrade gains Knockback resist and a further 5% bonus to Jump and Run boosts on the final upgrade to the suit.
  • adjusted FU crew weapons
  • removed silk from Moths and Spiders
  • Frozen Wastes changes:
    • shackle puzzle region slightly adjusted to be more interesting
    • the room directly across from the shackle puzzle has been adjusted
    • fixed the liquid-pipe aspect of the temple, so the visuals there should be corrected
    • added some new art assets and lore/story

4.30.3

17 Dec 21:52
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  • fixes/re-adds the removed frozenburning effect, damage, animation and status effect that was screwing up anyone hit with that effect.

Various bug fixes (Thanks in part to Winfrag, who had a well documented list he sent my way!)

  • gemglow now unlocks from miracle grass. Previously it was impossible to obtain the blueprint.
  • vextongue properly unlocks from miracle grass again. Previously it was impossible to obtain the blueprint.
  • zathi tails should properly grant low-grav effect again
  • organic soup effect should properly function
  • missing xithricite, pyreite and isogen entries added to the blast furnace
  • it seems that the "health loss" issue people report regarding the radiation effect upon beaming up to their ship is a vanilla issue. wipes hands of all responsibility. I've left it for now, but will correct it later.
  • Valkyrie set should now properly provide oxygen
  • aether mobs should be immune to the effect of the shadow taint, making things a whole lot less laggy on that biome.

4.30.1

17 Dec 04:06
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  • corrected a critical bug with the Lab Directory
  • fixed duplicating battery issue
  • energiflower glow heavily reduced
  • terawatt laser unlock moved
  • zeroburst tech unlock moved solely to the appropriate tech item
  • Bone-Steel Armor got a visual update
  • Xithricite color changed
  • Xithricite weapon set added
  • Kitikira's "NPC and Monster Fall Damage" mod has been added to FU. If you use that mod you can remove it safely at this point
  • GravGun effects changed/nerfed to accomodate this new feature. its a hell of a fun weapon now!
  • throwing weapon damage nerfed. They are simply far too effective in vanilla, and should not be a primary weapon type
  • proto-tiles no longer grant the regenerate buff. Instead, bioblock slows with the mudslow effect, while bioblock2 gives a 10% armor penalty as long as you stand on them. This may change again, as I test new ideas.
  • changes to Scorpion mobs. They are way more dangerous. Enjoy.

Frackin Universe 4.30.0 (for Starbound 1.21)

15 Dec 20:59
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This release brings FU into the 1.21 update of Starbound. Some new features have been added.

  • Numerous armor suits have been tweaked and offer resistances to elemental damage. Some have also had their stats adjusted to address balance with this change. Most notable is a nerf to the Xeno armor set in attack, protection and health bonus totals.
  • Elder and Shoggoth armor are now immune to Shadow Taint and gain shadow damage resistance
  • Shoggoth armor got a revamp in terms of its stats and capabilities. It has lower general stats in most areas and a much lower overall armor bonus. However, it gains shadowResistance and shadow taint immunity as well as a rather hefty 40% reduction to all incoming physical damage
  • Shadow damage is now an elemental damage type.
  • Added Aether to the adv. centrifuge's list of liquids.
  • Added Effigium to extractors.
  • Fixed a bug with Effigium ore graphic. Wrong ID.
  • Siren armor re-located in the progression. It no longer annoyingly unlocks at t1 and its recipe has been adjusted. It is now a useful tier 3 water armor. You'll be more mobile in liquids, get a bit more utility out of equipped shields, more energy and poison resistance. These bonuses are increased on Ocean, Tidewater and Strange Sea biomes.
  • Kelp Steel Hatchet re-tiered to t3 and swapped to Poison rather than Ice damage
  • Lazulite, Mascagnite, Magnesite, Berlinite, Zerchesium, Lunari and Bone all have less HP when harvesting
  • Several new Magnorbs added. (Shadow, Slime, Hellfire, Proto, Atropus)
  • Magnorb crit bug fixed.
  • Magnorbs now use energy when fired in order to balance out their crits.
  • Magnorbs give more than just a Shield when you use their alt fire. Most provide at least one resistance or immunity, or some other useful effect. This only applies when the shield is raised, and that makes it a limited-use bonus. But all of them are useful!
  • Added extraction recipes for Golden Sand, Golden Leaves and Golden Wood.
  • Corrected sale price of Lab Directory.
  • Vanilla whips now have unlocks and crafting recipes in the armory. Vine Whip has been set to tier 3 rather than tier 4.
  • Adjusted the Shoggoth eye beam attack. It is actually survivable now. Additionally, it applies Shadow damage, and can be resisted with shadow protection items.
  • New look for the Bee Refuge.
  • Arc Smelter and Blast Furnace both process clay, fired clay and mud. Clay becomes Fired Clay, Fired Clay becomes Brick and Mud becomes Mudstone.
  • New fix for long-standing (possibly Vanilla) bug where merchants despawn/die as you approach them.
  • Hellfire Armor, Shield and Bow unlocks moved out of tier 1 & 2.
  • Minor quest typo fixes.

4.21.4 - Final release for Starbound 1.1.1. Onto 1.2!!!

08 Dec 15:08
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FINAL update in the 1.1.1 release cycle of Starbound. All further edits will be for 1.2 and above.

  • fixed some typos in the guide codexes
  • corrected some errant pixels on mountainous divider parallax image
  • new Bounty Hunter helm design by DarkPursuer
  • several more weapon sprites redesigned by DarkPursuer
  • fixed Starspawn tentacle attack error. You should no longer freeze up when hit by their attack. You'll also be rooted properly, because they are douchebags that want to murder you.

4.21.3

07 Dec 15:58
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  • some change to the crit system:
    • new UI for all weapons to display crits
    • every weapon now has different crit % chances, as well as a Damage Bonus when they do crit. These are displayed on the above-mentioned UI
    • boomerangs and chakrams got more flavor to their UI tooltip, making them a more desirable weapon choice
  • new weapon type: Short Spear. All are random gen. These provide a one-handed alternative to spears. They operate slightly differently and have far less overall range, but even the common variants do DoT (short bleed). This makes them useful attrition weapons
  • added Juvenile poptops. These will appear at only night in Lush/Garden and Rainforest biomes
  • Ceiling sprinklers are now craftable far earlier in progression, with the addition of the Crappy Sprinkler. It's not much worse than the ceiling sprinkler, but less reliable and less quick. I saw no reason to not allow it sooner for sheer convenience.
  • Nomad armor recipe adjusted again so you can make it on the first desert you come to with minimal effort.
  • sped up production of bandages , cotton wool, string and woven fabric
  • bone armor gives a slight edge when equipped in Forest, Desert or Garden biomes. This should make it desirable in the early game for exploration. The bonus is not substantial: +5% Health and +5% Power
  • moved all Lunari gear unlocks to lunari crystal instead of lunari shards. Other unlocks attached to Lunari Shards remain intact
  • bracken growth rate is now an exact match to Cotton. It was growing too fast, making cotton seem pointless.
  • xeno lab and clone lab have a proper close X added to their UI
  • removed several higher-tier biomes from temperate and radioactive stars since surviving them is still problematic at that point anyhow
  • added mountainous biomes to Temperate and Radioactive stars, making it roughly on-tier for getting Zerchesium, and simplifies finding the biome if you are unlucky enough to have no nearby red or binary stars
  • added Pyreite and Isogen weapon sets (thanks to DarkPursuer for the sexy sprites!)
  • changed around some unlocks and recipe related to isogen and pyreite

BEES!

  • centrifuges all now have X's to close added to UI
  • apiaries have close X's added to UI
  • catchable bee spawns now only spawn at the appropriate time of day. You won't see bees often at night anymore.
  • Godly Frame (greatly boosts all) and Reinforced Frame (greatly boosts item production) Added.
  • Some Frame Recipes Changed.
  • Miner Bees now produces metal chunks...
  • Made higher-power frames harder to craft.
  • Sped up extractor and centrifuges.
  • Selling bees in bulk is instant.
  • Blue Candles Added
  • Bee refuge Recipe now available for purchase.
  • Queens Spear and and Stinger Gun Blue Prints added. They are dropped rarely by red bees as well as the gorilla boss.
  • Red Honey Platforms Added.
  • Red Honey Material is made from blood and honey now.

Frackin Universe 4.21.0 (for Starbound 1.1.1)

03 Dec 04:46
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4.21.0

COMBAT

  • Critical Hits have been added to almost all weapons. The actual chance for a critical attack varies by weapon type. Actual bonus damage is damage *2 + weapon-based bonus.
    • Spears have a 9% chance
    • Daggers have a 7% chance
    • Hammers have a 10% chance
    • Axes have a 10% chance
    • Broadswords have a 7% chance
    • Shortswords have a 7% chance
    • Quarterstaves have a 9% chance
    • Boomerangs and Chakrams have a 7% chance
    • Fists have a 7% chance
    • Whips have a 7% chance
    • Bows have a 10% chance
    • wands and staves have a 10% chance
    • pistols have a 7% chance
    • machine pistols have a 5% chance
    • sniper rifles have a 10% chance
    • assault rifle have a 5% chance
    • grenade launchers have a 10% chance
    • rocket launchers have a 10% chance
    • shotguns have a 5% chance
    • flamethrowers have a 2% chance

Obviously these rates will need to be refined as we go, so please report inconsistencies so they can be addressed. Wands and Staves do not get crits because they do not need them given their utility when compared to the other weapon types.

GENERAL

  • aether sea should have a bookmark icon now
  • all new flower colors should properly extract if you opt to do so (though really...why? xeno lab is better for this!)

QUESTS

  • Bees! quest streamlined. They no longer require turning in and cannot be cancelled
  • two additional bees quests added to show how Breeding works, and how to deal with Mites

ARMOR

  • Quantum Armor (and its upgrade) renamed to Morphite Armor to be more indicative of what it is created from. Both suits stats are changed.

STATIONS

  • Fission Furnace interface corrected (header and footer were borked)
  • Added close X's to the various powered stations (finally)
  • slight adjustments to Solar Array and Solar Tower recipes
  • Hydroponics Tray now accepts Elder Fluid as a fertilizer input.
  • Hydroponics Tray now accepts Aether as a liquid input
  • Wind Turbine animation smoothed out a bit on a few of the fan speeds
  • Ansible no longer provides access to Densinium. No more easy Densinium armor.
  • Quantum Generator power output substantially altered (and Streamlined, thx to Storm_UK!)
    • base power values (per stage) changed to: 5/9/12/16/20 + Modifier(new!). "Stage" simply means the firing-up process before it reaches full power
    • "modifier" is the base fuel value
    • power consumed changed to fuel/3 + (1 to 20). This means fuel will burn a lot faster than you are used to but still last a fair amount of time. Rarer fuels will last longer than lesser ones.
    • overall fuel output is more varied now, as fuel directly determines power output. Elder Fluid remains best, while basic BioFuel is the worst.

Frackin Universe 4.20.10 (for Starbound 1.1.1)

28 Nov 23:23
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4.20.10

  • The Arm Cannon (Fire) no longer sucks.
  • The Webber mob is no longer set to fullbright.
  • Warbot has had its attacks reduced a fair bit.
  • Added extra slot to Fission Reactor. Tritium will now spawn in this slot rather than on the ground.
  • Adjusted critter and monster spawns on Forest, Desert, Jungle, Rainforest, Bog and Lush. They should be less insanely crowded now.
  • Tweaked unlock trigger for both Reptilian and Chitin armor sets. Chitin unlocks from either bugshell or wildvines, while Reptilian only triggers from Raptor Eggs. The shield still unlocks with Reptile Scales.
  • Simplified recipe for the Lab Directory, removed the pixel requirement and shortened the craft time of the object itself from 10 down to 6 seconds.
  • Added tiered Ore Detectors and unlocks. Each tier detects more ores and has increased distance. You'll find the first tier in the Matter Assembler once unlocked. You can start the chain by picking up a Coil. Each tier after can be made in the nanofabricator.
  • Most Gregs no longer carry shields. This should make them substantially less impossible to defeat when they are in a greg. er... horde.
  • Increased bee spawn rates on Forest, Lush, Desert.
  • Ion Rifle unlock added to Helium 3 Canisters.
  • Servitors got a behavior upgrade, and will now shoot from afar. And annihilate with death lazers.
  • Adjusted approach-fly parameters of several flyers, making them far less impossible to deal with. This especially effects the tentacle-eyes, doom spirits, horrors, fleshreapers, and servitors. (And Oxford commas. Those, too.)
  • Change to battery output splitting. give it a shot, see what you think. The divisor has been turned off, so it should split things more evenly/correctly. I have not extensively tested this, however, so let me know what you learn.
  • Added Wind Turbine. unlocked with Silver Bars. They provide a variable power rate based on the local wind on your planet.
  • Removed annoying poison effect from Sulphuric Biome rain. You already can't breath and suffer Acid effects on the biome. Forcing poison on you too is just cruel.
  • Large power sensor now has fullbright effect for the numbers
  • Gorgoliths are much harder to capture.
  • Removed "priority" setting from the meta file, as it was causing FM music to not load in FU biomes. Instead, FM now has an "includes" property in its own meta. The same will be applied to FR.

Frackin Universe 4.20.9 (for Starbound 1.1.1)

25 Nov 04:42
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4.20.9

  • Some more edits to the Ship dungeon. Doors, shield generator, and some other switchy-related things.
  • Added new effect: Shadow Tainted
    • When you are Shadow Tainted, any exposure to darkness will rapidly consume your energy and slowly consume your health and food. Light will completely counteract its effects.
    • Shadow Golems cause this effect.
    • Liquid Aether causes this effect.
  • Herrod Bush overpowered defense buff completely changed. Herrod Bush will now counter this new Shadow effect. You're going to want some at some point.
  • Cultflesh Head, Gishinanki Chestpiece, Shadow Bone Armor and Elder Crown now resist Shadow effects.
  • Finally got around to doing the Sulphuric Ocean parallax adjustments I've put off for over a year!
  • Sulphuric, Infernus, Nitrogen Sea, Ice Waste and Frozen Volcanic have gotten parallax adjustments. They will no longer be classified as "airless" in their core files. This will allow sky colors and sunrises/sunsets to appear rather than space.
  • Some fancy new particle effects added to shadow effect and intoxication.
  • Long ago I was given permission to include some MCM critters in FU. I'm now making good on that permission, and have added numerous critters to several biomes. This should add to variety and randomness a little. Most of these critters are huntable, and will drop resources when killed (especially the larger ones like camels and horses).
  • The starter world Mother Poptop battle is a bit more challenging. She has an additional attack and can leap, plus a tiny bit of armor (10%). Her healthbar is boss-style now.
  • "Survival Axe" changed to correct name "Bone Axe"
  • Improved Harpoon Gun harpoons. They are more like arrows than grenades now, with a farther firing distance.
  • Nomad set now acts as a Set Bonus for its abilities. When on a Desert-type biome, you also gain additional health and energy. Also re-tiered the set to Tier 2, as it can be obtained on your first desert planet. Recipes remain the same.
  • Garden, Forest, and Rainforest biomes, have all had their bugs separated from their critters so that you are guaranteed to get bugs as well as critters, rather than a random mix
  • New aggressive mob: Wolves.
  • Finally removed minigreenruins from the "main" microdungeon list for Rainforest biomes and into the Random pool. This should make them a lot more pleasant to explore and 900% less full of cannibals
  • Added a Greg dungeon.
  • greg