Starbound

Starbound

Frackin' Universe
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Update: Feb 23, 2017 @ 8:00am

Update: Feb 23, 2017 @ 6:45am

Monsters
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* reorganised Monster folders to clean things up a bit

Gear
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* Energy backpacks (quantum, antimatter, erithian, proto) have slightly altered bonuses

* phase armor regen rate increased

* intersec armor bug corrected, and buff temporarily changed until the upcoming armor-set revamp

* fixed food buff on swashbuckler set

* Vagabond armor now requires cotton rather than fabric to make it a bit more involved to obtain given its early-game flexibility

* added Vagabond headgear

* some more tweaks to the prismatic cannon to make its secondary both less laggy, and more interesting



Quality of Life / UI / Crafting
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* Med Bay Bed moved to tier 1 Medical station

* Cryogenic Pod moved to tier 2 furniture station

* Chemical Shelf, Life Support Pod, Microscrope and Electron Microscope have all been moved to the Industrial Workbench and removed as recipe requirements on FU stations

* removed now useless Materials icon from matter assemblers

* Vehicles moved to new Vehicle tab in the Matter Assembler

* Moved all "tiles" off of the nanofabricator. The gels can instead be made at the chemlab now

* Malt recipes moved to the Campfire / Cooking table

* Caramel crafting recipe moved to the cooking table

* Breathing EPP now requires Oxygen rather than Living Root, easily obtained by hand-milling or extracting some water.

* all Backpacks have been moved from the Matter Assembler to the same tab you find them in the Anvil, to make them more intuitive to find

* all Explosives are now found under the Explosives tab in the Chemlab/Alchemy Lab

* Aeroponic and Hydroponic tiles moved to the Foraging station

* removed recipe for Battery from the Matter Assembler line of stations, leaving it only where it is created in vanilla (furnaces) to clear up confusion


* Wells now give Water rather than Water Buckets. While a nice aesthetic, it didn't provide much for actual gameplay to have throwable buckets.


* Armory, Chemlab and Design Lab recipes for t1 no longer require Water Buckets. Instead they require Water in larger amounts.

* discontinued the following resources: Shadow Gas Canister, Helium 3 Canister, Particle Canister. They just made things unnecessarily complicated. their base resources are now used instead.

* discontinued the following resources: Ebon Shard, Obsidian Shard. They had almost no utility, and effectively served only as bloat.

* moved Grappling hooks and translocators to the nanofabricator, so they live with mining lasers and other such tools now.

* coffee machines should function again










Update: Feb 21, 2017 @ 9:13pm

5.0.16 (full)


* more adjustments to the Mama Poptop room

* some status effects reworks, with tons more coming (Kherae)

* miner Bee combs (durasteel, titanium etc) now have a much higher chance to spawn ores when tossed in a centrifuge (from 3% to 30%)

* solarium chance for Ultronium in the Gas Centrifuge has been increased to 11% from 5%

* Every FU tier 1 armor has been adjusted. They all have set bonuses now, and each benefits a particular play style.

* Industrial Centrifuge processing issue corrected

* fixed a spawner issue on Infernus and other hot worlds

* gravity system completely reworked (Kherae)

* item network fixes and adjustments (Kherae)

* many FU monsters will now appear in randomly generated quests, including some difficult minibosses

* Fatal Circuit monster (beta boss) re-added with new behaviors (Mojinir)

* fixed a typo preventing Harvest tier 2 and 3 from appearing

* reworked the oldschool Eye Jelly boss into a new monster! (Monijir)

* Hoplite bonus properly loads the regen effect. Added icon as well.

* Phase armor set properly regens

* prismatic cannon is no longer a useless piece of crap. its pretty boss now.

* Elder Carbine primary and secondary fire changed

* Deadly Radiation EPP and armors should also block Radiation Burn effect (but NOT radiation damage type. that needs to be mitigated with Radiation Resistance buffs)

* fixed Phase armor set bonus regeneration not applying

* Tiles on Irradiated worlds have altered effects. They will reduce defenses and health, respectively. These can be mitigated with poison blocking EPPs, antidotes, or armors.

* increased fuel cost for star travel. This has many effects:
* you cant travel nearly as far on a tank of gas
* engineer buffs will be more valuable , and have less total impact
* mechanic buffs will be more valuable, and have less total impact
* choosing your destination is more meaningful, since you need to plan to gather fuel if you are low. Sometimes that will mean something other than Erchius, if that system lacks a viable moon. That might be bio-fuel, uranium, plutonium, neptunium, thorium, solarium, deuterium or many other potential options.




Update: Feb 19, 2017 @ 9:17pm

full list of 5.0.15 to 5.0.16 changes:



* more adjustments to the Mama Poptop room

* solarium chance for Ultronium in the Gas Centrifuge has been increased to 11% from 5%

* Every FU tier 1 armor has been adjusted. They all have set bonuses now, and each benefits a particular play style.

* fixed a spawner issue on Infernus and other hot worlds

* gravity system completely reworked (Kherae)

* item network fixes and adjustments (Kherae)

* many FU monsters will now appear in randomly generated quests, including some difficult minibosses

* fixed a typo preventing Harvest tier 2 and 3 from appearing

* reworked the oldschool Eye Jelly boss into a new monster! Monijir did amazing with this !

* prismatic cannon is no longer a useless piece of crap. its pretty boss now.

* Elder Carbine primary and secondary fire changed

* increased fuel cost for star travel. This has many effects:
* you cant travel nearly as far on a tank of gas
* engineer buffs will be more valuable , and have less total impact
* mechanic buffs will be more valuable, and have less total impact
* choosing your destination is more meaningful, since you need to plan to gather fuel if you are low. Sometimes that will mean something other than Erchius, if that system lacks a viable moon. That might be bio-fuel, uranium, plutonium, neptunium, thorium, solarium, deuterium or many other potential options.

Update: Feb 19, 2017 @ 2:04pm

correction to a patch file, one which now adds:

various FU content appears in random quests. This includes monsters, crafting, gifts, etc

Update: Feb 19, 2017 @ 1:30pm

fuel-cost patch file corrected

gravity system slightly reworked. you wont notice much on your end, but we now have greater control. Try Spacefarer in zero-g now.

Gravity rain + low-grav effects = very bad. Be careful.


some fixes and tweaks to the item-network

Update: Feb 19, 2017 @ 11:03am

* increased fuel cost for star travel. This has many effects:
* you cant travel nearly as far on a tank of gas
* engineer buffs will be more valuable , and have less total impact
* mechanic buffs will be more valuable, and have less total impact
* choosing your destination is more meaningful, since you need to plan to gather fuel if you are low. Sometimes that will mean something other than Erchius, if that system lacks a viable moon. That might be bio-fuel, uranium, plutonium, neptunium, thorium, solarium, deuterium or many other potential options.


some armor sets had some leftover stuff from my tinkering with t1 stuff. should be corrected now. my bad.

Update: Feb 18, 2017 @ 5:43pm

minor addition to the last update: fix for densinium blade should be operational

Update: Feb 18, 2017 @ 5:31pm

* solarium chance for Ultronium in the Gas Centrifuge has been increased to 11% from 5%

* Every FU tier 1 armor has been adjusted. They all have set bonuses now, and each benefits a particular play style. Give them a peek if you are starting a new playthrough. They should change your early armor choices nicely!

* fixed a spawner issue on Infernus and other hot worlds

Update: Feb 18, 2017 @ 4:54am

* solarium chance for Ultronium in the Gas Centrifuge has been increased to 11% from 5%

* honeycomb healing nerfed substantially to not be "god tier" healing in tier 1.

* many combs now offer different abilities than healing

* shadow gas duration increased from 2 to 4 seconds.

* added prisilite bow (from Nightar)

* added densinium broadsword (from Nightar)

* slime armors should *properly* resist poison

* silkfibre can now be extracted at a slightly crummier ratio than by the sewing stations, allowing you to get it before upgrading to a t2 sewing station. This should make it slightly easier to get plastic.

* added Leather armor

* missionary armor should properly appear

* a few clothing outfits should appear that previously were not

* visually refined Lunari armor