Starbound

Starbound

Frackin' Universe
Showing 701-710 of 1,293 entries
< 1 ... 69  70  71  72  73 ... 130 >
Update: Aug 18, 2017 @ 5:15am

* added a reworked Collections menu that should work in tandem with Elithian Races out of the box.

* fixed extraanvil bug

Update: Aug 17, 2017 @ 2:06pm

* atmos. condensers should function properly on gas giants
* missing weapon and armor categories added to ITDs
* fixed erroneus crew recipe
* added extra tiers to ore distribs to correct a ore spawning bug at extreme depths on high-tiered worlds
* atmos condenser rates slowed down a bit on a few biomes (gas giants and aether seas got the heftiest increase) to reduce overall output of higher-end materials
* new mission: Technowizard Space Tower. Glitch race goodness in space! (The Observer)


* mucked about with some patch files for collections. fixed a few minor hiccups. additionally, however, i had to undo something: the Elithian Races mod is currently removed from the Includes list for FU until I can get the next mentioned item completed. Hopefully it doesn't muck with the mech part balance and patches on the legs. if so, sorry, and its only temporary!

* started planning for a new Collections UI, something everyone will benefit from once completed.

Update: Aug 16, 2017 @ 9:06am

Miscellaneous
--------------------------------
* Made jumping between systems connected by lines 50% cheaper. (cat2002)
* Thermal Shell is more expensive to craft, as it was too simply made given the buffs it enables.
* Plasma Light backpack gained oxygen and pressure immunity, but has a slight cost increase in crafting.
* Cell longsword now has a proper fullbright glow
* starter flashlight is now the Faulty Flashlight, which is a slightly crappier version of the normal flashlight. Not much difference, but makes the flashlight progression more interesting.


Mechs
---------------------------------
* increased mech damage bonuses gained from mech body parts.
* increased mech armor per tier
* space monster touch damage reduced

Crew
---------------------------------
* new crew: Partytime Pal.
* new crew: 80s Metalhead.
* Chef crew should now *restore* food rather than merely slow food consumption down. Note that the increase rate is exceptionally slow. Their buff has been altered, and now also displays an icon when you are being fed, to make it more visually obvious.

Contest Gear
---------------------
* added Sniper Knife (Rock Cat). Counts as a Dagger for all set-bonus purposes.

Update: Aug 14, 2017 @ 5:55pm

* new tiles: Fancy Wood Platform, Flowery Iron Bars, Black Steel Block (Phail)
* liquid condensers no longer function on ships or space stations. They will consume *power*. They will turn *on*. They just won't produce liquid.
* added tiered Relocators. Nothin fancy. Grab em at the Tinker Table.
* various small code adjustments
* corrected crash on Crystal Broccoli
* avikan mech legs now work with the XS/FU system, and have been extended to suit (until its author designs his own version for XS to replace it with)
* Vinj's "dungeon" is a bit taller to help reduce wonky generation on Lush worlds
* adjusted space loot to add in some FU goods in the "common" pool
* fixed banana extraction bug.
* whips are more capable of latching onto lights, gaining +2 range to the check
* added new mob to Atropus

Mechs
----------------------------------------
* two new Mech Drill arms added.
* added mech arm icons
* mech is affected by more liquids. Elder Fluid, Aether, and Iron are among them. Watch out.


Contest Applicants / Submissions for the "Useless @#$#@%@" event. To participate, check out the discord server.
------------------------------------------
* added Tactical Beer Mug (Common_Fruit)
* more are coming soon!

Update: Aug 12, 2017 @ 8:37pm

* fixes crashy bug with bandits dungeon. *potentially* also the fix for EoF nonsense.

* proud return of the Emergency Bounce tech. A *very* useful early tech.

* some damage adjustments to space mob turrets, as well as a bit more spread to the twigun, which should make it less predictable to dodge

Update: Aug 11, 2017 @ 9:59pm

* lowered mech protection level per tier, making them far less resilient, but not incapably so. I'll still be fine-tuning this until its juuuuust right.

* increased mech weapon energy drain per tier. This slightly increases energy regen speed.

* increased several space monster damage outputs

Update: Aug 11, 2017 @ 7:41pm

sorry for the rapid fire. Github being a douche screwed a couple things up.


upside: armor sets should now run smoother! Try war angel again.

Update: Aug 11, 2017 @ 7:37pm

Update: Aug 11, 2017 @ 6:40pm

5.4.271

* some cleanup on liquidnetwork, spouts, pumps and quarries

* added Uranium, Plutonium, Neptunium and Thorium recipes to the Chemlab, because why not ?

* added some new pet collars

* adjusted mech / space monster balance:
* mech regen reworked:
* idle mech regen increased
* hostile environments no longer allow mech regeneration at all
* when below 50% health, mech regen stops
* substantially reduced Missile Rack damage per missile.
* increased base Drill damage by 1
* Flak damage increased slightly

* most monsters in space are a bit tougher to kill , using more resistances than previously
* Increased Spinemine explosion damage substantially
* increased most space monster touch damage

Update: Aug 10, 2017 @ 5:41pm

* increased space monster defense
* increased space monster damage

* restored armor file changes to old data, as set bonuses appear to have broken from that change.