Starbound

Starbound

Frackin' Universe
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Update: Aug 29, 2016 @ 5:52pm

ren missed a couple i/I upper/lower case things in the bees...this should hopefully adjust that so you no longer have errors.

odd, since on both of our machines things were fine. Probably a FAT issue.


also a few minor adjustments added in the process. Nothing major. Recon armor is a bit better protectively, and wasteland has a variant or two added in.

Update: Aug 29, 2016 @ 12:08pm

this is a LARGE update. Read the notes or suffer the potential consequences:




4.11 RC 0.3
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Monster attack damage rebalanced. This may or may not need more fine tuning, but RNG monsters should be vastly less apocalyptic in their power, and many other monsters are also lowered in damage output (especially the stealth enemies) (sayter)

Added several new pickaxes to the MA menu (where you find the basic miner) (sayter)

Added a new fist weapon (sayter)

Added a new axe weapon (sayter)

Added a few experimental pet collars (sayter)

Pet collars appear in loot (sayter)

Greg (sayter)

Matter Assembler recipe updated to be available earlier :glass requirement removed in favor of one manipulator module (sayter)

All FU produce rots at ⅓ its previous rate. This should restore a bit of sanity. (sayter)
All FU produce now stacks to 1000 items (sayter)

Bows got upgraded a bit (sayter)

Shield stats rebalanced (sayter)

Rebalanced progression on the lower tiers a little bit. You’ll find some “new” unlocks that were previously only available via drops. (sayter)

Triton Sub now has a bottom light, and slightly corrected top-light positions (sayter) (DarkPursuer)

Rebalanced melee weapon damage. Many are lower, and quite a few got an increase in damage. Before you feel the need to complain about damage, remember that they *all* are now balanced as per vanilla random gen weapons. There are no exceptions to this rule any more. I have tested this with over 200 randomly generated melee weapons, comparing to the FU values. They are balanced. Just because something takes rare resources to make, do not expect it to be God Level power. This is not the case in vanilla, and it is not the case in FU. (sayter)

Rebalanced many ranged weapon damages. Mostly lowering values that were too high, especially among the higher tier weapons. Many are still ridiculous, but not nearly *as* ridiculous. Several underperforming lower-tier items have a slight boost, bringing them to more pleasing levels. (sayter)

Added Shark Mask mask to Tidewater loot (sayter)

X-10 armor has a proper unlock [via phase matter] and readjusted stats (sayter)

Adjusted npc aim time from 0 to 0.01, which should hopefullyreduce their inability to aim worth a damn (sayter)

Removed the now unused hunter crew member, which clears up incompatibility with the Hunter Crewmember mod. (sayter)

Shadow, Superdense and Unknown worlds are more explicitly dangerous in their planet descriptions (sayter)

Energy Blade now has proper recipe and unlock. They were missing. (sayter)

Increased occurence of Energy Orb Forest (to increase likelihood of EnergiWood) (sayter)

Cellular rifle properly shoots a projectile (sayter)

Fixed Shadow Worlds generating oceanic biomes (dark magma, dark arctic) at ground level, causing lethal spawns of lava or just annoying walls of ice water (sayter)

All FU core stations now display as “essential” rarity (sayter)
Exosuit tenant should no longer take priority over the vanilla cultist (sayter)

Spidernest subbiome no longer generates a screwed up underground terrain (renbear)

Glacial subbiome no longer causes issues by spawning in non-oceanic biomes (renbear)

Corrected Carbon Spear not having an unlock (flightFire should now be craftable! yay!) (renbear)

Dozens of adjustments to normal, scented and giant apiaries (renbear)

Mites will now appear properly to make your bees miserable within all apiaries (renbear)

Bees will now sting you properly if they are aggressive or if you piss them off (renbear)



Added numerous graphic replacements for assets from Luthien (fertilizer icons, silicon icon, algae icon, and several others) (Luthien)

Mushroomseed now extracts in the xeno lab to produce regen gene (sayter)

Added missing dark tundra and dark infernus orbital horizons (sayter)

Relocated powered station recipes to the proper directory (sayter)

Quietus spawn increased (sayter)

Blood Diamond spawn greatly reduced (sayter)

---------------------------------------------------
Crafting Station Adjustments: (sayter)
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The following FU crafting stations have new looks, and new sizes. This will undoubtedly screw up your setup a little bit and may require you to pick up and re-place those stations. They do, however, tile together pretty well now. More are coming:

Cloning Lab (DarkPursuer)
Xeno Station (DarkPursuer)
Gene Design Lab (DarkPursuer)
Biochem Lab (DarkPursuer)

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Powered Station Adjustments: (sayter)
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Blast Furnace (DarkPursuer): along with its new skin, it is MUCH larger than it was. You’ll need to re-set your existing one for sure.Your items may drop from it onto the ground if it no longer fits in its current location. It will also revert to its item rather than a placed object if it no longer fits in its alloted space.

Atmosphere Condenser (DarkPursuer): This station is now roughly 2x the height. You will therefore more than likely need to re-place it. Your items may drop from it onto the ground if it no longer fits in its current location.It will also revert to its item rather than a placed object if it no longer fits in its alloted space.

Wire Relay (renbear): tweaks to make them more viable. They should function *much* better now (especially when paired with the newly added Watcher (see below) )

Added new “Watcher” item(renbear)(DarkPursuer): These sweet little darlings will hopefully solve your power woes. They will make any stations within 20 tiles load no matter where you currently are on the world. This means you can place power generators far away now and they will still function rather than stop the second you leave their general region. Note that too many watchers has the potential to cause lag, so place them sparingly and with maximum radius coverage. Also, they must be *manually activated* whenever you log in, or leave and return to a planet, and will not work while you are off world. So you need to turn them on...but the potential is enormous. Enjoy.

Added new “Solar Tower” station(DarkPursuer): one tier up from the Solar Array. This sucker is awesome. But rather tall, so prepare to make some room for this bad boy.

Update: Aug 19, 2016 @ 9:07pm

Last Update for 7 days. I'm going on vacation!

4.11 RC 0.12
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Volcanic primeval got a facelift

Reworked tidewater into the now dark biome that it is

Added more liquds to strangesea options

Orbital liquids display better

Added ceiling mounted sprinkler to the vanilla farm table. Unlocked with durasteel bar

***All energy packs and protective packs as well as several other effect-based items now appear in the Matter Assembler under the new Pack section****

Batteries are now stackable

Lowered vanilla mist frequency

Monster Plate armor now unlocks, rather than being entirely loot-reliant and can be found in the clothing fabricator

New Arc Smelter from Pursuerofdarkness! Fantastic!!!
New Solar Panel and Solar Array from Pursuerofdarkness! Sexy!!!
New Quantum Generator from Pursuer of Darkness! Radical!!!

Numerous new woodencraftables from the now defunct StargazersVault mod that were too great for early tier/farming builds to not save and include. Wheelbarrows, wood storage sheds, merchant wagons and more away. All available at your default Wood Working bench right from character creation.

battery-fullness check added to quantum generator/reactor code. (renbear)


From @Jeadbe:
==Changes==
--made tidewater floors use its own parallax (also made that parallax
look like a rocky version of the ocean floor parallax)
--changed hot magmatiles to turn into cooled volcano rock on contact
with water
--changed flower crop to produce primarily petals instead of ludicrous
amounts of seeds
==Fixes==
--stopped extraction lab from producing 21 iron ore from rusty metal
--removed unused (?), duplicate tidewater floor images

Update: Aug 18, 2016 @ 9:26pm

Volcanic primeval got a facelift

Reworked tidewater into the now "dark" biome that it is

Added more liquids to strangesea options, including beer and honey

Orbital liquids display better, with some new color tweaks

horizon liquid sprites tweaked

Added ceiling mounted sprinkler to the vanilla farm table. Unlocked with durasteel bar

***All energy packs and protective packs as well as several other effect-based items now appear in the
Matter Assembler under the new Pack section****


Batteries are now stackable!

New Arc Smelter from Pursuitofdarkness!

Lowered vanilla mist frequency! lets see if this helps the lag some of you suffer

Update: Aug 18, 2016 @ 6:05am

planet Threat Levels in orbit are a bit more indicative of their actual difficulty as compared to t1.

Specifically, the new threat levels display in more clear colors, with new names slightly jiggled around:




"Harmless (I)", -aqua
"Low (II)", -teal
"Moderate (III)", - green
"Risky (IV)", - yellow
"Dangerous (V)", - yellow/orange
"Extreme (VI)", - orange
"Lethal (VII)", - red
"Impossible (VIII)", - redder
"Immeasurable (IX)", -reddest
"Unknown" - unchanged




Update: Aug 17, 2016 @ 3:13pm

crewmembergas should no longer try to spawn with no pants

Update: Aug 17, 2016 @ 2:59pm

- Re-tiered and re-solar-systemed all FU biomes. They should be easier to find but in specific places now, akin to vanilla SB. Note that all tiers are “varied” but not nearly as widely ranged as before. Rather than say, Tier3-6, a biome might be tier 3-4. This should help gate things in a more logical fashion. Moon distribution remains as it was, however. It was varied enough that I didn’t see a reason to swap things out.

This does NOT mean you need to reset your universe, but if you do you'll have cleaner results overall. But it is most assuredly not mandatory.

Any inconsistencies or impossibly-hard-to-find biomes are mostly ironed out now. Everything has a home. You just need to figure out what that home is!

Vanilla systems have many less FU biomes, which should make it easier to find those as well.


- Huge, Immense and Mega sized worlds now only occur in the mid to end-mid zones in a system. Frozen and Scorching worlds are never immense.


- Metallic Moons are no longer only moons and are now referred to as CyberSpheres

- Crystal Moons are no longer only moons

- Hunter crew members renamed, and given weapons that will produce hunting loot that they are capable of using (they suck with bows)

- Weakened the ABSURDLY overpowered (accidental i swear) rat-things. A t2 monster should not be doing 156 damage on a hit!

- Fixed missing shieldregen effect for beetlesprout

- Bone, steel-bone, chitin, reptilian armor recipes reworked

- Densinium armor should be remarkably more difficult to produce

Update: Aug 15, 2016 @ 9:15pm

fixes duplicate mythicalcomb description causing crash

Update: Aug 15, 2016 @ 8:50pm

new Battery sprites from the wonderful pursuerofdarkness. I think you'll like them a lot.

new tree crom Arc_Empyreus which you will find in haunted and black slime bog sub-biomes

Rhapsody tossed in some more text changes

swapped several bits of powered stations to fullbright so you can see them better in the dark. This is especially useful on the power sensors.

arm cannons reworked and rebalanced

some apiary tweaks from Renbear

Update: Aug 15, 2016 @ 5:35am

increased windup time on generated monster attacks while im at it.


Now generated monsters should be a lot less of a headache as you'll have time to prepare to dodge their attacks. Previously they were all 0.1 second windups.


Now they run from 0.1 to 0.35 depending on the attack. Average is 0.2 seconds.