Starbound

Starbound

Frackin' Universe
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Update: Dec 21, 2016 @ 9:07pm

* 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.

Update: Dec 18, 2016 @ 9:03pm

horses, fawns and other critters that don't belong in caves should no longer spawn there. They will remain in exposed areas only

Update: Dec 18, 2016 @ 6:31pm

* 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

Update: Dec 17, 2016 @ 1:31pm

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.

Update: Dec 17, 2016 @ 11:22am

fixes some issues with a couple weapon abilities, moving them properly to patch files

Update: Dec 16, 2016 @ 8:28pm

sorry about the quick update.

it was pointed out that one of the status effects from 1.1.1 was removed, and causing issues by those hit by said effect from FU weapon effects. This has been corrected, and Warbots and the Sentry weapon using NPCs should not cause you untold grief now.

Update: Dec 16, 2016 @ 6:53pm

4.30.1
-------------------


* 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.

Update: Dec 15, 2016 @ 11:51am

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. centrifuges 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 fired clay, fired clay and mud. Clay becomes Fired Clay, Fired Clay becomes Brick and Mud becomes Mudstone.

Update: Dec 8, 2016 @ 3:03pm

*should hopefully fix the Science Outpost acces issue

Update: Dec 8, 2016 @ 6:32am

FINAL update in the 1.1.1 release cycle.

Any further additions will be for 1.2, which should launch relatively soon.

If you use the GitHub build, this will be available later today for the Unstable version



* 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.