Starbound

Starbound

Frackin' Universe
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Update: Oct 18, 2017 @ 8:35pm



* Devastator mech arm has reduced damage (from 0.006 to 0.002)

* mech drill arm damage increased for Gold, Diamond and Densinium drills

* mech arm drill mining efficiency improved for Gold, Diamond and Densinium drills

* centrifuging Exceptional combs should properly result in Amber rather than PGIs

* precursor detail tiles now have 56 variants, rather than 8 and have a different appearance

* added numerous new precursor objects

* adjusted rarity of precursor microdungeons. Surface micros will appear slightly less often, while underground micros will be much more common than previously

* added Precursor instanced dungeon, accessible from select precursor microdungeons

* This changes the Item Network's Terminal so that it sorts the items based on names. Previously, it was sorting any items with colored names to the end because of the color code at the start of the description. In doing that, there were a couple of item that weren't playing nice so I fixed the color of one and the casing of the other. (claudekennilol)

* item magnet fixes: Changed world.objectAt(entity.position()) to entity.id() and made it smash on break by default instead of only when it breaks itself (Hubnester)

* automation scripts now fail more quietly when someone tries running them where they're not supposed to.
also, I fixed a small error on the quarries that made 'em error. (kherae)

* fixed a typo on Paper Wings (SqFKYo)

* sometimes hydrotrays would generate either PGIs (with the named saplings mod)
or generic piney trees with hue 0 0 (without the named saplings mod). this should be fixed now (wismerhill)


* For any liquid interaction that was liquid1 + liquid2 = liquid1 I moved the interaction to liquid2's file (unless it already had an interaction with liquid1, then it was removed). Also removed the liquid interactions water + corelava = water, irradiumliquid + mercuryliquid = irradiumliquid and mercuryliquid + irradiumliquid = mercuryliquid. Also updated the liquid mixer recipes to reflect these changes. (Hubnester)

* Added gas immunity to nautilus set. Since the immunity is granted on non-liquid planets, and the set is focused on liquid planets, I assumed it should be there. (SqFKYo)

* all Energy Regen values have been nerfed (packs, armors, status effects)

* Makes it obvious that you need to switch the music player on using wiring and changes the range from 20 blocks to 30 blocks. (whismerhill)

* Makes it so the hydroponics trays keep the data for growing saplings when unloaded then loaded again (hubnester)



Lab Directory changes: (whismerhill)
------------------------------------
* Fixed Lab Directory Arc Smelter/Blast Furnace searches by output
* Fixed searching by output returning item internal names
* Fixed searching by output returning modded items you don't have installed
* Added Sifters to Lab Directory
* Improved Liquid Mixer Display of results when searching by input
* added +80 & +70 pixels to height & width UI for less scrolling
* Fixed Lab Directory spamming the starbound log file (thanks hubnester)

Update: Oct 15, 2017 @ 11:35am

* adjusted liquid mixer speed (hubnester)
* music player improvements (hubnester)
* Changed it so that the capture bot uses the capture gun projectiles (so that it doesn't create capture pods when it misses).
* Adds item magnet II (10 block range) and item magnet III (20 block range). (hubnester)
* precursor teleporter enabled (not craftable) (reginald halifrax)
* arctic crew armor fixed (sayter)
* changed Cannibal tenant requirements. You'll now need bamboo objects, rather than only those tagged as "nature" (sayter)
* Exceptional Combs should properly extract when placed in a centrifuge. Their output resources are: Titanium, tungsten, iron, beesilk, honey and amber (sayter)

* Refactored duplicate code into a single method with arguments. Made it so that you can keep clicking the delete button to remove an input/output slot and it'll just select the next slot so you can keep clicking the button without having to manually select another slot. (claudekennilol)

Update: Oct 10, 2017 @ 4:34am

adds missing "bighairyfrank" spawner

I'm off for the week. See you soon.

Update: Oct 9, 2017 @ 6:20pm

EPP Changes:
* all Tier 2 protection packs get +500s air supply. This bonus also applies to the Acid pack.
* all Tier 3 protection packs get Oxygen recyclers, removing the need for re-breathers.

* giant spiders are now capturable
* better chocolate is now properly better chocolate
* fix for the item magnet augment to prevent log spam (hubnester)

* XT-3 Laser Cannon changes (they are now more in-line with other weapons of their class type):
* base damage reduced (10.5 -> 8)
* fire rate reduced (0.074s -> 0.08s)
* alt-fire has reduced spread and increased damage
* all projectiles lose "piercing" ability.

* railgun changes (Necessary for balance. Don't QQ) :
* damage reduced from 31 to 24.
* Range-based damage bonuses are reduced:
* Medium range now gains +25% damage (was +50%)
* Long range gets +50% damage (was 120%)

* Greg dungeon size reduced (20 parts to 12)

* ISCM bunker size reduced (20 parts to 10)

* When using the Item Transference Device, makes it so that if after you hit '+' for a number, it auto-increments to the next number and you can just hit '+' a few times to get the specific numbers you need. (dmrickey)

Update: Oct 8, 2017 @ 11:45am

* Tear Nuts are less effective. Their rot times are heavily reduced (from 20 -> 5) and their food value reduced (from 20->10)

* brewmaster and drunk dialog adjustments

* barren2 variant has proper lighting

* EVA suit color corrected

* Removes overclocking, the spawner now requires 100W to function, monsters spawned can drop items again and are no longer able to be captured or relocated. Added a list of monsters which can't drop items when spawned (bosses, precursor monsters and elder monsters mostly). Power usage doesn't function properly (seems to want more power then it requires). (Hubnester)


From Mikenno

Adds a Giant Spider to spawn tables in spider nest, underground thick jungle, and underground irradiated.

Adds two projectiles:
The tilesprayer, a technical projectile that places tiles rapidly, and can easily be specified to change the tile, layer, hue, that one weird thing with entities that why would you ever want it to be false, and can have a delay before starting.
The Web Spit (webspitfrank), which uses tilesprayer to trap offending players in a nice prison of web.

Adds one new block:
Unobtainable block, spidersilkblockmik, which turns into regular spidersilkblock when mined. It allows for restricted movement and a small possibility of escape. Frank spawns it with Web Spit. TileID 6700. Additionally, this block was added to tileEffects.config, to have it slow players.

Adjusts one block:
Spider Web block (spidersilkblock) has higher health (no longer an instant break).

Changes Sticky Webs status effect:
Now causes massive slowness and reduction in jump height. Other changes to it cause it to adequately trap players in spidersilkblockmik, but do have a (usually not noticeable) side effect of slowing fall speed massively. The length of the effect is reduced from 1 to 0.3 seconds, but it autorenews while trapped in web.


Frank is a spider (big one too) that climbs on walls, fills backgrounds with webs, traps you in webs, spits nasty webs, explodes into nasty glop upon death, and may in fact wreck your life. He doesn't spawn commonly, so if you see him, try to send Mikenno a picture!

Update: Oct 7, 2017 @ 6:47am

* Town Drunk tenant text updated (Robur Velvetclaw)
* Brewmaster tenant dialog replaced (Robur Velvetclaw)

from Kherae
-----------------------
Cropshipper fixes

from Whismerhill
------------------------
fission reactor rebalance:
instead of adding more checks & conditions I just reused what is there (didn't want to lengthen the code & potentially the execution time)
I moved solarium star & thorium rod away from the "low decay" group
since they lose about 25% efficiency in doing so, thorium gets +28% power & solarium +26%

only enriched uranium, enriched plutonium and ultronium stay in the "low decay" group
this group gets 5x better efficiency.
which means that when going from uranium to enriched uranium you gain a total of +66% power +625% efficiency, which compensates for the 10 to 11x lower amount of enriched after conversion.

same for plutonium +60% power, +625% efficiency

ultronium has a slightly higher ratio of conversion from solarium star , amount divided by 6.67. so it only gets +10% power & +625% efficiency over solarium star.

*code shortened, less redundant conditions
*local variables added to prevent the game possibly recalculating amounts in between deletions & additions (thanks Kherae)

Update: Oct 6, 2017 @ 6:48pm

* correction on cropshipper recipes
* drunkard tenant text changed (Velvetclaw)

Update: Oct 6, 2017 @ 4:26pm

* Mama Poptop (surface spawn, not starter dungeon) spawns reduced. They also only appear at night in enclosed areas to limit their exposure to the surface world.

* adjusted Focusing Array recipe. It no longer requires certain materials out-of-step with its general tier and should smooth out a progression bottleneck.

* added colored fairy lights (retoid)

* hydro trays should no longer get stuck producing wood from saplings

* added a pickup-range augment (Hubnester)

* Cultist crew member armor and armament adjusted

* added category on booze kit (xelaxon)

* reduced presence of Elite challenge NPCs in dungeons

* adjusted some NPC weapon loadouts


From Kherae

* pump fixes
* a few adjustments to excavators
* added 3-state cycler logic gate
* added crippler turret
* added money router
* added terramart shipments 3.0 and 3.5

Update: Oct 5, 2017 @ 9:02am

* adds Precursor Duplicator (Hubnester)

* precursor spawner improvements :
* Consumes fuel then waits 10 seconds before spawning the monster instead of consuming the fuel and spawning the monster after 10 seconds since the last monster was spawned. It also now can be toggled using a switch (when the switch is off it won't start the spawning process but will finish any that has started) (Hubnester)
* Adds different frames for the different states it can be on (doesn't transition well, but was mainly for debugging). Also allows the precursor spawner to be overclocked using 1000W power (doesn't work 100% atm) which allows the mobs spawned to drop items + destroys any turrets (if they have a maxEnergy level) in a 100 block radius (I'm wanting to change it so it sets their maxEnergy to 0 instead eventually) when it consumes fuel and when it spawns a monster.

* incinerators now connect directly to the item network (Hubnester)

* added reloading sound to weapons. This was accomplished by adding some new code to gunfire.lua to play the sound at the correct animation stage, as well as patching the animation file. This is also done in FrackinRaces in order for it to work for those of you using both mods.

* Instigator sniper rifle adjusted to operate as intended. This mama is *nasty*

* added new weapon to the Breach set: Breach Cutter
* Curve Blaster alt-fire (Energy Platform) improved: it now fires every 3 seconds (was 5), and emits an ice cloud that does damage to any foes that get too close. Additionally, the energy cost has been reduced from 75 to 67.

* new Isogen Broadsword alt-fire
* new Pyreite broadsword alt-fire
* Battery names and descriptions now note the *correct* power outputs

Update: Oct 3, 2017 @ 2:08pm

unsure how or why, but somewhere along the line some of the new parallax changes to Fungal biomes got wiped from a commit. So, I retroactively fixed the issue. You should no longer get parallax issues on these biomes.


also added narfin and ixoling variants for chromatic and sulphuric biomes