Starbound

Starbound

Frackin' Universe
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Update: Mar 3, 2017 @ 9:17pm

* added more craftable robots
* most of the new rangen guns should properly work. thre are still one or two abilities causing grief, though. so, youll see the odd PGI.

* changed mama poptop loot just a bit, so that she gives leather which is sorely needed at that point in the game

Update: Mar 3, 2017 @ 2:35pm

Progression
----------------
* electromagnetic shielding no longer used as a resource. Electromagnet takes its place in all cases.
* electromagnet recipe changed
* Moved the Xeno lab down one tier, so you can craft it a bit sooner, and the advanced lab remains at tier 3.
* shuffled around some recipes in the chemlab. Polymer is crafted there, not the Machining Table route.
* Magnesium, Cinnabar and Mascagnite are now only Extractable. This essentially puts only ores that make bars in the Furnace, which should alleviate confusion. "Ore" dropped from their names, as well. Their descriptions explicitly state that they can be extracted


Quality of Life
-----------------
* fixed Whip critical hit rates
* added some new liquid textures that tile better
* moved alternator and powered centrifuges to the Electronics Center
* new Tabs added to Electronics/Power station, and Item Network objects have been moved there from the Machining Table.
* Tools tab removed from Matter Assembler station line, as the only thing left was the Survival Tent
* Survival Tent moved to Foraging Table under the Survival tab
* shortened needlessly long generated gun names
* Began reworking how plant buffs are displayed on produce. These will change with plants soon, so are placeholders only.

ROBOTS!
-----------------
* Constructed servitor robots are now Persistent! So, yay! Now you can populate your base with little robot protectors
* Constructed robots moved to a new tab on the Matter Assembler (robots)
* added Light Drone, Waterbot, Triplod, Laser Triplod and Blast Triplod guards (in addition to the 4 others you already were able to make)


Gear
-----------------
* the Gorgolith now drops a unique weapon
* you can now craft Tech Consoles in the Auto-Assembler



Update: Mar 3, 2017 @ 9:31am

fix to cinnabar extraction recipe. oops!

Update: Mar 3, 2017 @ 7:08am

Progression
----------------
* electromagnetic shielding no longer used as a resource. Electromagnet takes its place in all cases.
* electromagnet recipe changed
* Moved the Xeno lab down one tier, so you can craft it a bit sooner, and the advanced lab remains at tier 3.
* shuffled around some recipes in the chemlab. Polymer is crafted there, not the Machining Table route.
* Magnesium, Cinnabar and Mascagnite are now only Extractable. This essentially puts only ores that make bars in the Furnace, which should alleviate confusion. "Ore" dropped from their names, as well. Their descriptions explicitly state that they can be extracted


Quality of Life
-----------------
* moved alternator and powered centrifuges to the Electronics Center
* new Tabs added to Electronics/Power station, and Item Network objects have been moved there from the Machining Table.
* Tools tab removed from Matter Assembler station line, as the only thing left was the Survival Tent
* Survival Tent moved to Foraging Table under the Survival tab
* shortened needlessly long generated gun names

ROBOTS!
-----------------
* Constructed servitor robots are now Persistent! So, yay! Now you can populate your base with little robot protectors
* Constructed robots moved to a new tab on the Matter Assembler (robots)
* added Waterbot, Triplod, Laser Triplod and Blast Triplod guards

Update: Mar 2, 2017 @ 9:29am

* fixed an issue with the gas effect causing problems
* fixed an issue with the xeno armor set effect not applying.
* Plebian and Bone armors should display without their old set icons in the UI
* superflipslash corrected
* fixed an issue with random wand generation
* Electronics Center should properly appear in the Machining Table

Update: Mar 2, 2017 @ 6:54am

* fixed an issue with the gas effect causing problems
* fixed an issue with the xeno armor set effect not applying.
* Plebian and Bone armors should display without their old set icons in the UI

Update: Mar 1, 2017 @ 6:46pm

wands corrected!

Update: Mar 1, 2017 @ 4:40pm

another big one here, mostly continuation on the previous reworking for progression.

this update is almost entirely Quality of Life adjustments , which should make station use a *lot* less complicated. PLEASE read these update notes. I will not be answering any questions regarding this update that is here.




Monsters
----------------------------
* cryopod mob given a bit more nastiness
* aquapod mob added to rainforests and oceans. They can water your gardens for you if you catch a couple! (inspired by quicksilvers recent reddit post)
* fixed a bug causing horror2 to cause inability to travel to Dark Atropus worlds

* Shoggoth adjustments:
* Eye beam damage reduced quite a bit. Should be survivable now
* Eye beam now telegraphs better, giving you an audio cue and a longer windup time
* all animations slowed down just a bit to appear more fluid
* Getting Touch damage from the shoggoth (rather than the tentacle attack itself) will now apply the defense debuff.
* Health increased by 2000 hp
* Melee and Touch damage significantly reduced


Progression
-----------------------------
* A new NPC is present in the Science Outpost. They are the new giver of the Frozen Wastes quest, opening up much sooner for those that want to attempt it at lower tiers. Best of luck. You'll need to finish at least the Plastic quest to access it now.

* Power Station is now a tiered station. Tier 1 is the "Electronics Center", and tier 2 is the power station you already know.

* Significantly reduced Pyreite, Isogen, Xithricite, Nocxium and Tritanium in loot tables

* Nocxium is more difficult to craft

* Morphite Bars removed. ordinary Morphite remains and takes its place in recipes (at increased ratio to compensate).

* You can toss your current morphite bars into a blast furnace or arc smelter to get your morphite back.

* Molten Core now properly unlocks from liquid Iron

* Tissue Culture has been added to almost all vanilla seeds when extracted

* Berlinite and Lazulite have been completely removed. you can still extract the existing ores, but will not find more. This means two less ores clogging up ore tables. yay!

* Phosphorus and Magnesium Powder added to more extraction to compensate for the above change



Quality of Life

-----------------------------
* corrected sell price of Growing Trays

* corrected production rate on wooden sifter to 25%. Was typoed in at 55%

* increased drop rate of seeds on dunestalk and bolbohn

* Cryonic Extract and Venom Samples can now be unlocked and crafted in the Chemistry Lab

* FU beds act the same as vanilla ones now, rather than only regen

* Peaches, Pears, Pear Juice, Apple Juice now all have values for selling

* Glow Glass and Golden Glass moved to the Furniture crafting table with the other block types

* removed the gajillion varities of useless recipes from the furnace. You didn't need them anyhow, and most extracted at higher ratios anyhow. Among these are all smelting of berlinite and lazulite

* "stick of blasting dynamite" is now simply "throwing dynamite"

* removed a lot of pointless recipes from the furnace, such as alternate durasteel, tungsten , etc. It was a cluttered mess. Now it's uniform.

* all ores in FU now have normal text color, save for the Alloys, which now all appear at the top of the list.

* Void Storage name color changed to pink to match other Storage from FU

* Roof extractors removed. All extractors instead place on ceiling or floor based on where you yourself place it

* extractors now have an input node for use with the Item Network

* Blast Furnace and Arc Smelter UI given a more clear indicator of the input node (thanks to Randomize User and his video series for bringing this to my attention)

* added timer to crafting of FU stations

* adjusted display in tooltips for some cramped FU armors


Gear
-----------------------------
* added a ton of new staves and wands, along with complete sets of new effects and abilities to go with them! Please note, the wands are still not quite fully functional yet...half of them are fine. The staves all function normally, however. Tomorrow I should be able to get a fix up for the wands.

* fixed certain plants and armor buffs applying energy regen incorrectly, resulting in a *lower* regen rate, rather than a higher one as intended.

* added in ShadowWolf TJCs "expanded weapon generation" mod. This adds new random generation weapons, new configurations for existing ones, and tons and tons of new special abilities to really expand on what you can get.

* Power Jump II reduced in potency but given some additional utility

* renamed some Techs so that they appear in a more logical order and are more clear as to which is better than its predecessor (ie: Grav Harness is now Quint Jump. Ultra Burst is Zero Burst III, and so on)

* Warp Field tech slowed down and has had its energy reduced. It was just too damned fast to be viable for most users.

* Physics Field I and II have reduced energy cost

* slight graphical glitch fixed on Densinium rifles "phantom" stock

* 8 new augments added, one for each damage resistance type. Should unlock when accessing the t2 nanofabricator

* Armor set bonuses have been revamped. We have a *lot* more control now over what each set can do, and more indicative icon tooltips to give info on armor set bonuses.

* All Tier 1 and 2 FU armors have adjusted set bonuses, or reworked stats. Each now fills a particular niche in style and biome preference. Tier 3 has been started on, and the rest will follow soon after.

* updated visuals on Monster Plated helm. It looked dumb. Now it looks less dumb.



Update: Feb 23, 2017 @ 3:45pm

small fix : seedspawn now calls the correct behavior file

Update: Feb 23, 2017 @ 10:35am

small recipe bug fix