Starbound

Starbound

Frackin' Universe
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Update: Nov 26, 2016 @ 12:43pm

fixes recipe for oredetector3

Update: Nov 26, 2016 @ 12:40pm

fixes a typo causing polar bears to break stuff

Update: Nov 26, 2016 @ 7:05am

- 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. The vanilla ore detector remains unchanged. These are in *addition* to that detector, an alternate route that is available long before end-game. Given the sheer amount of mining required by FU, this seems a good idea.

- most Gregs no longer carry shields. This should make them substantially less impossible to defeat when they are in a horde

- increased bee spawn rates on Forest , Lush, Desert

Update: Nov 25, 2016 @ 2:29pm

Quality of Life:

* Fission Reactor now spawns its Tritium into a new second waste slot rather than on the ground

* Arm Cannon (Fire): no longer sucks. better projectile.


Monsters:

* the Webber mob is no longer set to fullbright

* Warbot has had its attacks reduced a fair bit



Update: Nov 24, 2016 @ 6:43pm

### 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. It will also make your screen/vision much darker (even blocking out the light from lighting effects!). Being in light or wearing lots of light will completely counteract its effects and render it harmless.
* 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 classed as "airless" in their core files. This will allow sky colors and sunrises/sunsets to appear rather than space

* Intoxication now blurs your screen a bit, to simulate beer goggles :)

* 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

Update: Nov 18, 2016 @ 7:05pm

minor fixes to atmos. condenser output on a couple biomes , which were creating PGIs.

added some stuff specific to FR effects to boomerangs and a few other weapon types


Update: Nov 17, 2016 @ 2:38pm

effigiumbar displays a graphic properly

added Murder Manipulator

Update: Nov 17, 2016 @ 10:44am

well, lucky you. You get an earlier update than expected because I'm a goof and forgot the recipe for Effigium bars in the fission furnace.

* added missing Fission Furnace recipe for Effigium Bars

* Added station: Liquid Collector
* Place on a biome, and it will (once wired to a power source) collect liquid from the atmospheric moisture and create it at the Liquid Collector location. This means you can generate pools of helpful (or harmful) liquids as needed.

* move Advance Alloy and Durable Alloy unlocks to other materials besides Lead to prevent getting access to recipes in tier 1 that you cant make until tier4+ anyway

* corrected text in the Cloth Fab quest asking for a Bone Helm, to correctly ask for the Bone Mask

* a couple quests have been added that launch with bone and water pickup, guiding you towards hydrogen, oxygen, salt and the bone spear. This should make early tiers more clear.

* slight adjustment to gas effects for hydrogen, nitrogen and poison gas. You won't slow down much at all, but gone are the acrobatic bonuses in "liquids"

Update: Nov 16, 2016 @ 1:32pm

adds to last nights release :

Liquid Collector

pretty much a pre-atmos.condenser object (it takes its place in the heirarchy). You can stack them.

When wired to power, they will generated whatever the biome liquid is that suits your current biome. This can therefore generate water, slime, etc depending on where you are.

Update: Nov 15, 2016 @ 8:25pm

This concludes this release schedule. The following is compiling all changes in this series, not just between .67 and .70.

It's a pretty substantial list, and the last chunk is all new (and pretty significant a change in the long-run. But it should heavily reduce your grind as well)



### 4.20.7

* Bone War Cleaver changed to Ferozium Cleaver and has a new look more in-line with a t5 weapon

* Scientist crew members no longer have molotovs, and should be more useful

* the Nega Blade has been tweaked. if you find one, its damage area is fixed. This means your Gregs with them should be more useful by far, as well!

* greg

* Frozen Wastes has a completely revised section and several new features

* elder liquid sensor added

* added liquid pumps

* several microdungeon tweaks

* new monster: King Snake

* new monster: Baroshk Nyano (Alien)

* moved the new StarTech updates to an add-on mod instead

*water walk effect reworked

* frozen water, and Glass tiles now break if you fall on them from height

* added Pro Fishing Rod. unlocked via Quietus Bar. No idea how balanced it is :)

* added more Desert/Badlands decoration

* new Starspawn

* fixed broken Solar Panel

* added another tier of Battery to the Power Station. unlocked with the current "last" tier battery. It has 16k max storage and 16v power output.

* Atmos. Regulator now takes twice the power it previously required (48 instead of 24)

* reduced solar tower width by 1 pixel, allowing smooth placement of several without wonky spaces

* Save the Bees! merchant now gives much greater value to Queens. Check it out. You might just luck out with a crapload of ore for all your breeding work. Suggestions welcome for changes.

* cell blade alt fire changed, and functioning

* Arctic Parka no longer requires Xithricite. Instead, Ice Crystal is required (which is far easier to come by than xithricite). This should make it much more viable for protecting you from extreme cold.

* recon armor now needs canvas rather than cotton wool

* reptile armor recipe slightly adjusted. It now requires Silk rather than Canvas.

* chitin no longer requires Cell Matter. Instead, it calls for Wild Vines. This should make it require travel to construct. You can no longer skip tiers early on. Sorry!

* Hacker armor silver cost slightly increased, likewise to its Polymer requirement. Additionally, it's Protection has been slightly lowered to set it in between tiers. It was too powerful for when you could obtain it, otherwise.

* slight change to Ghost Weave recipe. It uses Graphene rather than Silicon. This suits its absurd energy capacity much better.


* Lead has been added to a few biome ore tables that were, somehow, missing it. This should make lead less annoying to gather

* Moonstone has been removed from Cyberspheres

* Xithricite can now be found spawning as an ore on Aether Sea biomes. It also retains its original recipe.

* Isogen can now be found spawning as an ore on Ice Wastes biomes. It also retains its original recipe.

* Pyreite can now be found spawning on Infernus biomes. It also retains its original recipe.

* testing new ore "Effigium". It appears very rarely and only on Lightless, Aether Sea and one more biome. It is also essentially invisible *unless* you use an ore detector to find it. You can still mine it...it will simply be a surprise when you do! It is used in very little right now, and is more a proof of concept than anything else just yet.
* you can toss it into an extractor or Blast Furnace or Arc Smelter

* Ice Wastes are T5 or higher (was 4-6, now 5-6)
* Aether Seas are now T5 or higher (was 4-7, now 5-7)
* Unknown biomes are now T4 or higher (was 3-8. Now 4-8)

* added Underground biome for Aether Sea

* Atmosphere Condensers now give different resources based on the biome they are placed on. This should make them more interesting, and fun to experiment with.